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  1. #1
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    Default Pale Master Guide

    **Updated for U23 -- Build updated in post 2, and new commentary starts with Post #48**

    U19 brought with it significant changes for the DC caster, and brought them back into a viable, contributing member of a EE group. Mob saves did not increase nearly as much as U17 and U18. Additionally, with the advent of revised enhancement tree, +11 stat items, +5 dc items and Spell Focus Mastery now stacking with school mastery items; it is possible to get meaningful spell dc's for EE content. I have updated the below post with my notes and analysis that I performed while building my PM. The second post includes my updated build that I am playing right now.

    As always I welcome feedback, comments and suggestions.

    Key Considerations:

    - Build is focused on end game content (Epic Elite)
    - No fail spell pen for all mobs is not required: You can get to a 55 Spell Penetration while running EE drow content the first time and then swap out to more meaningful feats/twists after. If you ever need to run EE Drow content again, just swap over to the easy button that is Shiradi.
    - Minimum of a 36pt build (Wizard x1 and Bard x1) is assumed: While you can build a solid first life wizard, the benefits of past lives are critical to end game success for a PM
    - Push spell DC’s as high as reasonable (keeping other considerations in mind), priority order: Necromancy, Enchantment, Conjuration/Evocation

    Race:

    Where once there was some consideration and flexibility on which race to take, with the advent of the new enhancement system that went away. There are really only two options for race, Drow and Sun Elf. Both are hands down the best choice for a fleshy DC based wizard. They have +3 intelligence over the next best option, which is human. Human only gets you an extra feat (which you don’t need) and +2 con (only 28hp), at the cost of 2 to all your DC’s.

    Sun Elf is overall the best choice due to it having all the same benefits as Drow, plus they have access to Feywild Tap, granting ~900 extra spell points between shrines. They also have easy access to 3 additional points of spell pen if it is needed. The only downside to Sun Elf is the cost of a +1 heart (to get rid of the cleric level). If you are on a final life, Sun Elf is the way to go.

    For wizards you are either Sun Elf or Drow for (EE) DC casting, or Warforged for Shiradi (outside scope of this guide). I can’t see any major benefit to any other race.

    Multi-Classing:

    For the highest DC's pure 20 wizard is ideal. However, a 2 level spash in Rogue (traps + Evasion) or Monk (Evasion + saves) is not bad option. You lose the capstone (2 points of Intelligence), a wizard feat (likely Empower), and some spells (Loss of Power Word: Kill is the big one); but gain more suravability and some extra utility. Personally, I prefer 20 wizard (mostly flavor reasons), but there is nothing wrong with a 2 level dip.

    Attributes / Spell DCs / Spell pen Breakdowns

    Max Intelligence, take Constitution to 16, and call it done.

    Max [Sustainable] Intelligence breakdown: 87* -- (20 base +7 tome* +7 level ups +2 enh (PM) +4 enh (harper) +2 enh (Sun/Drow Elf) +2 capstone + 11 item +4* Insight +1 exceptional +2 profane (litany) + 6 destinies +3 Twists +1 epic completionist twist +4 lich +2 yugo +2 ship +3 epic feats +2 completionist* + 2 lasting pot). Unstainable (but not counting silly stuff like Joy of the Queen) max int = 96 (+4 profane (cookies, stack with litany) +3 House D pots +2 Bard)

    Most people will not be completionists, be willing to invest all twists and epic feats in Int, wear a sub-standard armor for casters or have a +7 int tome, so for normal purposes I consider the max intelligence to be 80 (20 base +6 tome +7 level ups +7 enh (PM/AM/Sun Elf/Harper) +2 capstone + 11 item +3 Insight +1 exceptional +2 profane (litany) + 6 destinies +2 Twists +4 lich +2 yugo +2 ship +1 epic feats +2 lasting potion), freeing up 2 epic feats and 1 twist slot (2 for assuming epic completionists).

    Max [Sustainable] Spell DC's breakdown assuming 80 int (add +1 if completionist, add +1 if you are willing to drop ruin and have a +7 tome or are willing to run in magister and drop energy burst.)

    Please note that it is not possible to have max DC's in all spheres, the below calcs are only present to show what is possible. I would recommend either Necromany or Enchantment to be your primary and chose the other for your secondary. If you are spending most of your time running Mark of Death on EE, Transmutation primary is ideal.

    NOTE: The Epic Deific Diadem adds up to a +2 DC bonus as long as you cast a spell of that school first. I didn't include its bonus in any of the calculations except for Necromancy as Death Aura ticks constantly keep you at +2 necro DC's

    Necromancy: 77 (10 base + 9 spell level + 35 int mod + 1 spell focus + 1 greater focus +1 Epic Focus + 1 wiz past life +1 Lich +1 Necro focus +1 Archmage +3 Magister + 6 item +1 unique +1 profane +2 augment +1 Guild +2 Sacred (Deific focus II)

    Enchantment: 77 (10 base + 9 spell level + 34 int mod + 1 spell focus + 1 greater focus +1 Epic Focus + 1 wiz past life + 1 bard past life + 1 enchantment lore +2 Vampire Form +2 Archmage +3 Magister + 6 item +1 unique +1 profane +2 augment (exceptional) +1 Guild)

    Illusion: 78 (10 base + 9 spell level + 35 int mod + 1 spell focus + 1 greater focus +1 Epic Focus + 1 wiz past life +2 Archmage +3 Magister +3 Draconic Presence (PK only) +1 Guild + 6 item +1 unique +1 profane +2 augment +1 Guild)

    Conj and Evocation: 78 (10 base + 9 spell level + 34 int mod + 1 spell focus + 1 greater focus +1 Epic Focus + 1 wiz past life +2 Archmage +3 Magister +2 Precise Casting +3 Cleric/Sorc PL + 6 item +1 unique +1 profane +2 augment +1 Guild )

    Transmutation: 74 (10 base + 9 spell level + 35 int mod + 1 spell focus + 1 greater focus +1 Epic Focus + 1 wiz past life +2 Archmage +3 Magister +1 ship + 6 item +1 unique +1 profane +2 augment +1 Guild)

    Max [Sustainable] Spell Penetration breakdown

    Getting Max Spell Pen is very limiting and causes a significant hit to your spell DCs which are much more important. I would not recommend anyone bother, considering that Spell Resistance is not prevalent in end game mobs. Calculation is listed below mostly for reference.

    Spell Pen: 66/69 in one school (20 base + 5 epic destiny + 3 Elven Arcanum [Elf / Morninglord] +3 Archmage Spell Pen + 2 Spell Pen Feat +2 Greater Spell Pen +4 Epic Spell Pen +3 Magister Piercing +3 Draconic Piercing +2 Echo's of the Magister +6 Wiz PLx3 +3 Fvs PLx3 +7 Spell pen item [Thunderforged tier 2] +2 Arcane Augmentation +3 Magister Master of [Spell School] +1 Guild)

    Again, Please do not build for max spell pen unless you are running a lot of EE Drow content. For MotU a 58 spell pen will get you to no-fail against EE drow priestess and the Drow in EE Beyond the Rift, a 54 Spell pen is more than enough for that content as it gets every other mob at 100%. For EE 3BC the Drow are CR 61 so Spell Pen of 70 (not achievable) is required for no fail.

    For all other content a Spell Pen of mid 40s is sufficient. Personally, I recommend using web and greater shout to deal with Drow and focus more on your DC's. Outside of MotU and VoN3 you don't see that much Drow and I don't see it worth the heavy investment.

    Feats

    Focus your efforts on maximizing your DC’s first, spell power boosts second, and don’t forget Insightful reflexes (it is critical for survival). Spell power boost is important, not so much for your offensive spells but to ensure that your healing burst (negative energy burst) is as powerful as you can make it (trust me, you will need it). Extend spell is nice (mostly for death aura) but not worth a feat slot anymore. One Spell Pen feat gives you the flexibility to twist in up to 6 additional SP from ED’s which is nice flexability.

    Enhancements and Skills:

    On enhancements there is really not a lot of flexibility with the new system. You can really take nearly everything you want. Only real choice is do you want +1 Necromancy DCs and the Enervation SLA, or +1 Enchantment DC (and maybe Hold monster). Further decisions are on how much spell pen (if any) you want out of archmage, and if you want to use the SLA’s or not (I didn’t see them as worth while).

    If you are a Sun Elf, you will have a choice to spend points in Arcanum and Feywild tap, or invest more into Archmage.

    As for skills, max concentration, spellcraft, heal, search and UMD. There are points left over for a point in tumble and max ranks in repair, so why not.

    Gear

    Comprehensive look at my gear layout thought process and effects you want can be found here: Post #278 || Updated thoughts on U23 gear can be found here: Post #427

    Focus on getting the best intelligence and dc items you can find. Effects that are available are: +11 intelligence item, +3 insightful item (ideally goggles), Epic Deific Diadem, Epic litany, +6 Necro DC item (ideally Thunderforged Staff), +5 enchantment DC item (Sage's Cloak works well here), Slot +2 spell focus augments and, a Nullification spell power and lore item. All other slots are better used to avoid/mitigate damage (PRR, Dodge, ghostly, resistance, etc.)

    As for armor you will want Shadow scale with the Shadow caster (+1 DC) effect on it. You can choose robes or light armor if you are willing to slot ASF gear for the extra PRR.

    Handy list of non-weapon sources of Spell Power and Lore can be found in Post#528

    Comment on Guards: There has been a bit of discussion on if the “traditional” guards are still worthwhile in epic elite content. I have done a fairly through analysis on the value of hp guards/dr on a PM when running EE content. In the interest of not making this post any longer than it is, let me summarize by saying that they are not worth it in current EE content. If you are running old EE content, or EH they are great, but the damage output is just too much for them to keep up anymore. You are better off avoiding damage or mitigating it with PRR.

    Epic Destiny’s

    The two primary destinies I would recommend are Magister (Max DC and Spell pen) and Draconic (Slightly lower DC, massive dps gain). Shiradi is not being discussed as it is outside the scope of this guide. If you are interested in Shiradi there are lots of good threads out there.

    Magister is a bit boring, however it allows you to have the +3 to Necro (or Enchantment) DC’s and +8 spell penetrations between the destiny and twists, 10% spell point reduction and most importantly, 1 more point of max intelligence (assuming you are using one of the twists to bring in +3 necro or enchant dc’s).

    Draconic gives additional options with the excellent energy burst and dragon breath (serious damage potential when used with mass hold + sense weakness), Energy sheath for elemental absorb, and extra spell power for one of your elemental lines.

    Full Spell Review can be viewed here at Post #75

    Discussion on Epic and Heroic Past lives can be found here at Post #238

    Important information on how Dungeon Alert affects saves (and other things) starting in Post #555

    Tactics:


    In EH content and below a well-built pale master is a near demi-god, only limited by your mana usage (which due to sla’s like energy burst is nearly limitless). Very few mobs can cause you significant pain, your spell dc’s allow you to kill, hold, web, or dance mobs at will, and your direct damage abilities allow you to nuke most mobs from orbit.

    EE content is a vastly different beast, incoming damage from mobs is too high to take many hits and their saves are ridiculously high. For EE content I recommend hanging back, avoid getting hit. Make heavy use of debuffs (Enervation, Crushing Despair and necrotic ray are your friends) and holds/death spells after proper prepping of the mob (crushing despair, energy drain, mind fog, hypo, etc). You will be invaluable to any EE group, but it is a mental shift when you are used to acting like a demi-god in other content.

    As always, comments, questions, and suggestions are welcome
    Last edited by Andoris; 04-09-2015 at 04:21 PM. Reason: U25 Update

  2. #2
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    Default My Current Build

    Note: I am currently playing a 18 wizard / 2 Fighter split, for any player that doesn't have the gear and PL's to max out your DC's I would recommend the pure 20 Wizard build listed below. It has slightly higher DC's which will make up for lack of some gear and completionist that my multi-class build really needs.

    Race
    :
    Sun Elf
    Heroic Past Lives: Wizard x3, Sorc x3, Bard x1, FvS x3, Cleric x3, Completionist
    Epic Past Lives: Arcane Alacrity x3, Colors x3, Fortification x3, Brace x3

    Abilities:
    Str: 29 -- (10 base +3 tome +8 item +2 completionist +1 litany +1 GoTIB + 2 rage +2 ship)
    Dex: 28 -- (8 base +1 litany +1 GoTIB + 3 tome +2 completionist +11 item +2 ship)
    Con: 46 -- (16 base +4 tome +2 completionist +10 item +1 litany +1 GoTIB +4 lich +2 rage +2 yugo +2 ship)
    Int: 82 -- (20 base +7 tome +7 level ups +2 completionist +2 PM tree +2 Sun Elf tree +2 Archmage Tree +1 Harper tree +2 capstone + 11 item +3 Insight +1 GoTIB +2 litany + 6 destinies +2 Twist +4 lich +2 yugo +2 ship +2 Epic feat +2 lasting)
    Wis: 25 -- (8 base +3 tome +2 completionist +1 litany +1 GoTIB +6 item +4 Lich +2 ship)
    Cha: 22 -- (10 base +4 tome +2 completionist +1 litany +1 GoTIB +2 Lich +2 ship +2 yugo)

    Feats: (General Questing)
    Wizard: Maximize Spell (1),SF: Necro (5), SF: Enchant (10), Heighten Spell (15), Quicken Spell (20)
    Base: Insightful Reflexes (1), Completionist (3), PL: Wizard (6), GSF: Necro (9), GSF: Enchant (12), PL: Bard (15), Empower Spell (18), Great Intelligence (21), Great Intelligence (24), Ruin (27)
    Destiny: epic SP: Negative (26), Hellball (28)

    Feats: (EE MoD setup)
    Wizard: Maximize Spell (1),SF: Necro (5), SF: Enchant (10), Heighten Spell (15), Quicken Spell (20)
    Base: Insightful Reflexes (1), Completionist (3), PL: Wizard (6), GSF: Necro (9), SF: Trans (12), GSF: Trans (15), Empower Spell (18), Great Intelligence (21), Great Intelligence (24), Ruin (27)
    Destiny: epic SP: Negative (26), Hellball (28)

    Enhancements: (General Questing)
    Wizard: Pale Master (41 ap):
    C: Dark Reaping (1), Zombie (1), Vampire (1), Wraith (1), Lich (1), Master of Death (1)
    I: Deathless Vigor III (6), Spell Critical: Negative (2), Negative Energy Conduit III (3)
    Ii: Efficient: Quicken III (6), Spell Critical: Negative (2), Bone Armor III (3)
    III: Spell Critical: Negative (2), Intelligence (2), Cloak of Night I (1)
    IV: Spell Critical: Negative (2), Intelligence (2),
    V: Improved Shrouding (2), Necromantic Focus (2)

    Wizard: Archmage (25 ap):
    C: Necromancy IV (4)
    I: Traditionalist Caster III (3), Spell Critical (2)
    II: Spell Critical (2), Efficient: Maximize III (6)
    III: Spell Critical (2), Intelligence (2)
    IV: Intelligence (2), Spell Focus: Necro (2)

    Sun Elf (6 ap):
    C: Accuracy II (2ap), Intelligence II (4ap),

    Harper (8 ap):
    C: Agent of Good (1), Harper Training: Intelligence (2)
    I: Harper Enchantment (2), Traveler’s Toughness II (2)
    II: Magical Endurance I (1)

    Enhancements: (EE MoD setup)
    Wizard: Pale Master (31 ap):
    C: Dark Reaping (1), Zombie (1), Vampire (1), Wraith (1), Lich (1),
    I: Deathless Vigor I (2), Spell Critical: Negative (2), Negative Energy Conduit III (3)
    Ii: Efficient: Quicken III (6), Spell Critical: Negative (2), Bone Armor III (3)
    III: Spell Critical: Negative (2), Intelligence (2),
    IV: Spell Critical: Negative (2), Intelligence (2),

    Wizard: Archmage (41 ap):
    C: Transmutation V (5), Master of Magic (1)
    I: Traditionalist Caster III (3), Spell Critical (2)
    II: Spell Critical (2), Efficient: Maximize III (6), Efficient: Empower (2)
    III: Spell Critical (2), Intelligence (2),
    IV: Intelligence (2), Spell Focus: Transmutation (2), Spell Critical (2), Efficent Heighten II (4)
    V: Arcane Supremacy (2), School Mastery II: Transmutation (2), School Mastery: Necro (2)

    Sun Elf (8 ap):
    C: Accuracy II (2ap), Intelligence II (4ap),
    I: Rejuvenation of the Dawn (2)

    Spell DCs:
    Add up-to +4 if using non-renewable consumables (Cookies & House D pots) & and if you have a bard along.
    I only added Deific Focus into the Necro DC’s as Death Aura keeps it at +2 nearly all the time. Add up to +2 to all other schools if you charge the Focus first.

    Generic to all: +61 (10 base +9 lvl +36 Int +1 wiz +2 augment +1 Unique +1 Profane +1 Guild)

    Necromancy – 77; (+61 Generic +2 feats +1 Lich +1 PM +1 AM +3 ED +6 Item +2 Deific Focus II)
    Enchantment – 69; (+61 Generic +2 feats +1 Bard PL +5 Item)
    Transmutation – 67; (+61 Generic +6 Item)
    Illusion – 66; (+61 Generic +5 Item)
    Evocation – 69; (+61 Generic +6 Item +3 Sorc Pls -1 Unique)
    Conjuration – 69; (+61 Generic +5 Item +3 Cleric Pls )

    EE MoD DCs
    :

    Necromancy – 73; (+61 Generic +2 feats +1 Lich +1 AM +6 Item +2 Deific Focus II)
    Enchantment – 67; (+61 Generic +6 Item)
    Transmutation – 74; (+61 Generic +6 Item +2 feats +2 AM +3 ED)
    Illusion – 66; (+61 Generic +5 Item)
    Evocation – 69; (+61 Generic +6 Item +3 Sorc Pls -1 Unique)
    Conjuration – 69; (+61 Generic +5 Item +3 Cleric Pls )

    Core Stats:
    Spell Penetration: 39 / 43 (20 level +5 epic +3 item / +7 item +9 past lives +1 Arcanum +1 Guild). If I do some feat swaps and some twists, I can hit 64 (66 if i am willing to give up some DCs/spell power and use an Alchemical scepter, but it is really not worth it) for EE Drow (CR 61)
    UMD: 48 standing / 52 with swaps-- (11 ranks +8 epic +4/6 Cha +3 tome +1 Arty PL +6 Shroud +3 competence +2 luck +4 morale +1 profane +3 guild / +3 epic big top)
    Spell Points: 3161
    Hit Points: 892
    Damage Avoidance: Total of 75.2% of physical damage avoided – 59.5% chance to avoid getting hit (10% ghostly * 10% Dodge * 50% Displacement) + 64 PRR to negate 39% of the damage that hits me.
    Fortification: 225% (130% item + 100% undead +30% Fortification +15% guild -50% yugo)

    Saves:
    Fort: 51 – (6 base +4 epic +17 con +4 morale +1 competence +8 resistance +2 luck +3 Green steel +2 Guild +3 Brace)
    Ref: 74 – (6 base +4 epic +34 int +4 morale +1 competence +8 resistance +2 luck +3 Green steel +2 Guild +6 epic destiny +1 haste +3 Brace)
    Will: 45 – (12 base +4 epic +5 wis +4 morale +1 competence +8 resistance +2 luck +3 Green steel +2 Guild +3 Brace)

    Epic Destinies:
    Epic Destinies: Draconic
    I: Intelligence (2); Energy Sheath: Fire II (2)
    II: Intelligence (2); Go out with a Bang II (2),
    III: Intelligence (2); Red Dragon Heritage II (2)
    IV: Intelligence (2); Energy Burst II (2); Draconic Spell Knowledge II (2)
    V: Intelligence (2); Dragon Breath (1), Flyby Attack (1)
    VI: Intelligence (2)

    Twists: Fury of the Wild: Sense Weakness (4),Magister: Necromancy Specialist (2), Shadowdancer: Intelligence (1), Magister: Intelligence (1)

    Epic Destinies: Magister (EE MoD)
    I: Intelligence (2); Unearthly Reactions III (3)
    II: Intelligence (2); School Specialist: Transmutation III (3),
    III: Intelligence (2); School Augmentation II (2)
    IV: Intelligence (2); School Familiarity I (1)
    V: Intelligence (2); School Mastery I (1)
    V: Intelligence (2); Arcane Adept (2)

    Twists: Energy Sheath (1), Shadowdancer: Intelligence (2), Shadowdancer: Intelligence (1), Draconic: Intelligence (1)

    Gear: - ETR Gear Options
    Trinket: Epic Litany +2 all stats (Blue/Yellow: Open Green: Golem’s Heart ) (alchemical resistance ritual)
    Head: Epic Deific Focus: wis/cha/int +11; Deific Focus II (Blue/Yellow: +2 iCon Green: +2 Evocation)
    Neck: Epic Noxious Embers: 150 combustion; Universal Spell Crit 17%; (Yellow: +2 Conjuration; Green: +2 Enchantment)
    Goggles: Intricate Field Goggles +3 insightful intelligence (Green: +2 Necromancy /Yellow: GoTIB)
    Bracers: Dumathoin’s Bracers (Blue: +40 False Life)
    Body: Shadow Dragon Light Armor, Shadow caster (Blue: -15% ASF; Green: 250 Spell points)
    Cloak: Deathwyrm Cloak (Green: Open) / Sages Mantle [swap]
    Ring: Health 10 Dodge 10
    Ring: Epic Circle of Malevolence: 12 resistance, vitality +40, insightful sheltering +5 (Blue/Yellow: +8 Strength; Green: +2 Conjuration)
    Boots: Spiked Boots (Green: Open, Yellow: Open) // Sage’s Shoes [swap]
    Gloves: Green Steel Earth 10hp +2 con skills / Air 50 sp +4 cha skills / Water +100 sp +6 wis skills, Balance of Land and Sky // EE Master Illusionist (Yellow: +2 Illusion) [swap]
    Belt: EE Belt of the Seven Ideals (Green: Good Luck+2 /Colorless: +15 heal)
    Quiver: Quiver of Alacrity

    Weapon Sets:
    General: +12 TF Quarterstaff 150 Nullification; +1 Exceptional DC; +6 Necro DC; Eternal Chilling darkness (Red: 138 Cold SP; Orange: 138 Force SP; Colorless: +15 Spell craft)
    Nuking: +11 TF Shortsword 150 Force; +6 Evocation DC (Orange: 138 Cold SP) / +12 TF Orb 150 Nullification +6 Necro; Eternal Chilling darkness (Orange: Meridian Fragment; Colorless: +15 Spell craft)
    SR Mobs: +11 TF Scepter 150 Force; +7 Spell pen (Orange: 138 Ice SP) / +12 TF Orb 150 Nullification +6 Necro; Eternal Chilling darkness (Orange: Meridian Fragment; Colorless: +15 Spell craft)
    Healer Role: +9 Recon 138 of Repair lore (Red: 138 Force) / +12 TF Orb 150 Nullification +6 Necro; Eternal Chilling darkness (Orange: Meridian Fragment; Colorless: +15 Spell craft)
    Stone to Flesh: +11 TF Quarterstaff 150 Nullification; +1 Exceptional DC; +6 Transmutation DC; (Red: 138 Cold SP; Orange: 138 Force SP)

    Swap Items:
    Clicky: Cursed Blade of Jack Jibbers
    Trinket: PLIS, Eardweller, Bauble
    Neck: Epic Twisted Talisman, Twisted Talisman, Archivist's Necklace, Torc, Beholder Optic Nerves
    Cloak: Epic Mirror Cloak, Prismatic Cloaks (30% elemental absorb), Jeweled Cloak
    Ring: Djinn ring, Epic Ring of Spell Storing, Ring of Spell Storing, Feather fall, Circle of Hatred, Epic Ring of the Beholder
    Boots: Cannith Boots of Propulsion, Boots of Anchoring
    Bracers: Aquatic

    Standard Spell Load-out:

    Level 1: Merfolk's Blessing, Jump, Masters touch, Feather Fall , Night shield
    Level 2: Blur, Knock, Web, Blindness or Resist Energy, Scorching Ray
    Level 3: Displacement, Rage, Haste, Magic Circle Against Evil, Sleet Storm
    Level 4: Negative Energy Burst, Death Aura, Crushing Despair / Fire wall, Dimension Door, Phantasmal Killer / Bestow Curse (Scroll: Fire shield)
    Level 5: Niac's Biting Cold, Eladar’s Electric Surge, CloudKill, Teleport, Mind Fog (Scroll: Break enchantment and Cyclonic Blast)
    Level 6: Circle of Death, Death to Undeath, Flesh to Stone, Necrotic Ray, Disintegrate, (Scroll: Shadow Walk, Stone to Flesh, Greater Heroism)
    Level 7: Symbol of Stunning, Finger of Death, Mass Hold Person, Otto's Sphere of Dancing, Delayed Blast Fireball, (Scroll: Greater Teleport, Mass Invisibility)
    Level 8: Symbol of Death, Otto's Irresistible Dance, Polar Ray,Black Dragon Bolt, Power Word: Stun
    Level 9: Power Word: Kill, Mass Hold Monster, Energy Drain, Wail of the Banshee, Meator Swarm
    Last edited by Andoris; 05-29-2015 at 11:04 AM. Reason: Added +7 Int tome

  3. #3
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    Default

    Lots of great information. If I have to choose one Pale Master thread to point people to, this is it.

    Quote Originally Posted by Andoris View Post
    Gear:
    Trinket: Litany (alchemical resistance ritual)
    Head: Fire Resist 45 Crown of Resistance +10
    Neck: Green Steel: Pos/Neg/Water +10hp, +150sp, +2 con skills, +4 int skills, +6 wis skills; +6 wisdom
    Goggles: Intricate Field Goggles +3 insightful intelligence (Green: Heavy Fort /Yellow: +1 exp Int)
    Bracers: Health +10 Bracers of Dodge 10%
    Body: Shroud of the Abbot
    Cloak: Stormreaver’s Tablecloth (Yellow: +15 spell craft)
    Ring: Guardian’s Ring (yellow: 250 spell points)
    Ring: ring of shadows (yellow: vitality) / Ring of the Djinn
    Boots: Sages Shoes / TOD boots / Cannith Boots of Propulsion
    Gloves: Master Illusionist (EE version)
    Belt: Belt of the Seven Ideals (Green: Good Luck+2 /Yellow: +15 heal)
    Weapons: +8 Impulse 132 Scepter of enchantment IV (Red: 138 Lightning), Nether Orb +5 necromancy focus (Red: 138 nullification)
    Quiver: Quiver of Alacrity
    I really hope there's some better itemization for Pale Masters in the U20 raid and when the cap increases to level 30. That's an ugly patchwork of gear.
    U19 Kensei: Centered Cleaver | TR Junkie Leveling Framework

    ~Ying~ (10 lives), ~Hamada~(9 lives), ~Vadanken~ (6 lives), ~Kobeyashi~ (10 lives)
    Over Raided of Orien, First Level 100 Guild

  4. #4
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    Default

    Quote Originally Posted by Carpone View Post
    Lots of great information. If I have to choose one Pale Master thread to point people to, this is it.


    I really hope there's some better itemization for Pale Masters in the U20 raid and when the cap increases to level 30. That's an ugly patchwork of gear.
    Thank you for the praise!

    As for items, I completely agree. The gear works, but was a struggle -- it was somewhat amusing, however; to find that the best armor I could find at lvl 28, was a ML:14 robe from a Raid released in 2007. Only upgrades I can see (within the current gear available) would be to replace the helm with a +10 resist w/green slot and to upgrade the +4 enchantment stick to a +5 one ideally with Electric damage (btw if anyone on Ghallanda has one of those for trade, let me know).

    Lets hope that U20 brings some better named gear.

  5. #5
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    Default Spell Review

    In the quest to continually expand upon the guide I decided to do an in-depth review of some of the spells that a Wizard may want to use. I avoided a review of spells that have the primary purpose of dealing damage as they are self-explanatory (and quite boring imo). The review below is intended to help players realize that one of the greatest strengths of the Wizard is their large and flexible spell selection, allowing them to fill an invaluable role in any party. As always, I welcome feedback and suggestions. It is likely I missed something, but with your help, we can make this an amazing resource.
    Crowd Control:

    1. Holds – Enchantment - These spells are the reason why the dps in the party loves you. They may despise you for insta-killing mobs left and right, but when you kick off a mass hold, their eye gleam with joy. Remember that helpless mobs take 50% more damage (likely much more due to Sense weakness, No mercy and other enhancements). As much fun as insta-kills are, nothing is more cost effective than helpful to a good party then 20 mobs held in place as the blitzing melee litter the ground with the mobs entrails. Throwing a mass hold at the spawn point in Lines of Supply and seeing 20+ mobs stand there with blue hoola-hoops on always brings a smile to my face. I don’t typically bother with the single target versions, but the mass holds are always in my spell list. Examples: Hold person/monster, Mass hold person/monster, Halt Undead
    2. Dance – Enchantment 7/8 - Incredibly useful as a persistent area-effect control (Otto’s Sphere of Dancing) and as single target no-save control (Otto’s Irresistible Dance). Irresistible Dance works on nearly all (living) orange names, and is indispensable in managing fights with those mini-bosses
    3. Web – Conjuration 2 - Persistent crowd control and very few mobs are immune to it. Add it to your spell list early and use it forever.
    4. Fogs – Conjuration 1-6 - Not really crowd control per se, but a great buff for the party. Fogs have the benefit of granting a 20% concealment bonus is not negated by True Seeing (or most red/purple named bosses), drastically reducing incoming damage in those situations. I recommend Cloudkill as your primary fog spell, as it has the least impact on other players visibility.
    5. Flesh to Stone – Transmutation 6 – This is another fun spell to use for single target control. Unfortunately, it targets one of the stronger mob saves (fortitude) and is not from a typically pumped school. Transmutation DC’s are likely 8-11 lower then Necromancy DC, so in almost all cases that you would want to use this spell, a Finger of Death would do better.
    6. Charms – Enchantment - These are very situational as usually it is faster/better to hold the monster and just kill it. However, there are occasions where it can be useful (Air Elemental's in Fleshmaker). Just if you use a Charm spell, make sure you have dismiss charm on your hot bar. I am a fan, however; of Dominate Monster. Typically, you will have level 9 spell slots to spare and Dominating an EE mob can be a lot of fun. Note, that in epic content charms only last about 12-15 seconds, regardless of spell duration. Examples: (Mass) Charm Person/Monster, Suggestion, Symbol of Persuasion, Dominate Person/Monster
    7. Stuns – Evocation -The various stunning/dazing spells are only typically used in content where you are unable to break mobs spell resistance (EE Drow content) or low levels before you get mass holds (Electric loop). Spells like Greater Shout provide a good CC option for those situations; outside of those specific instances you are almost always better to use a hold. Examples: Sonic Blast, Electric loop, Shout, Symbol of Stunning, Greater Shout, Power Word: Stun

    Death Spells:
    These spells are the reason you likely rolled up a PM in the first place. They are fun to cast, and are the best form of control you can use against trash (if mobs are dead they can’t hurt anyone ).

    1. Finger of death – Necromancy 7 – This is your go-to death spell. Single target, fast cool down and precision targeting. It also has one of my favorite spell animations in the game.
    2. Circle of Death – Necromancy 6 – First area of effect death spell. This spell has the added benefit of being able to throw it at a group of mobs at range. Downside is that it is another double save spell (Ref+Fort).
    3. Wail of the Banshee – Necromancy 9 – Not nearly as cool as it was prior to MotU, but still a very effective spell (not that they fixed it). Should be in every PM’s spell list.
    4. Phantasmal Killer – Illusion 4 – The first death spell you get and useful even at cap. It is unfortunate that it has two saves (Will+Fort) but if you are running Master Illusionist gloves you will have a significant Illusion DC, making this a good spell to use when the other death spells are on cool down. Only big downside to the spell is that it takes up a precious level 4 spell slot
    5. Undeath to Death – Necromancy 6 – Acts as a Circle of death, but targets undead (Will save). With the mass numbers of undead in the game, this spell is almost always in my spell list.
    6. Trap the Soul – Conjuration 8 – This is an all-time favorite of mine, as it bypasses those annoying deathwards and doesn’t care what the target is (living, dead – doesn’t matter). Unfortunately, the spell caps at 30HD, which makes it worthless for EE content. It is my favorite death spell to use in EH Fot (and to a less extent CitW), and is great while leveling – but until turbine increases the HD cap on the spell it will be of only niche use.
    7. Banish/Dismissal – Abjuration 5/7 – I personally never really bother with this spell, but it can have its usage while leveling (Vale). I typically have better uses for a lvl 5 or 7 slot then a creature specific kill spell – I much prefer to just kill them with a Finger or Circle.
    8. Power Word: Kill – Conjuration 9 – No save death spell, if only it didn’t have a 5 min cool down. Still worth slotting (what else are you going to use that level 9 spell slot for?) and can be handy if you get that special mob that just won’t die.

    Debuffs:
    These spells have the goal of reducing target saves, allowing for a higher chance of spells and/or effects of landing. You want to keep a focus on both spell point efficiency and elapsed time from decision to the action taking effect. In most cases debuffs will be cast will all meta-magic abilities off.

    1. Level drain - Necromancy 4/6/8/9 - These spells are your primary debuff, mobs take -2 to saves for every level drained, and the hit point loss (especially on EE orange named mobs) is so extreme, that these spells double as your highest damage dealers. Primary usage is to case a level drain on a mob at the start of the engagement (unless you are confident that your kill spell will land), and then follow up with your death spell or move on to the next target, depending on the situation. Examples: Necrotic Ray (1 level), Enervation (1d4 levels), Symbol of Death (P-AoE, 1 level), Energy drain (2d4 levels)
    2. Fear Effects – Necromancy 1/2/4 - Fear spells get a bad rap, due to the annoying problem of feared mobs running in terror, forcing the party to track them down. However, at higher levels they have a use by causing the shaken effect (-2 to all saves) when the mobs succeed on their save. Ideal use is to low level fear spell (Scare is a good one) and make sure heighten is turned off. Just be prepared that if you actually succeed in landing the fear spell, it is your responsibility to take them down (quickly). Examples: Cause Fear, Scare, Fear
    3. Will save specific – Enchantment 1/4/5 - Area effect defuffs typically cast prior to casting a mass hold or dancing ball. Will save reduction is usually quite significant with a large AoE. Examples : Hypnotism (-3 will, no save), Crushing Despair (-5 will, no save; -2 all others if mobs fail will save), Mind Fog (Persistent, -10 will, Will save negates)

    Utility Spells:

    1. Gust of Wind / Cyclonic Blast – Evocation 2/5 – Great for getting rid of Dancing Balls, Fogs and Walls of Fire. I nearly always carry Gust of Wind for getting rid of annoying dancing balls – highly recommended.
    2. Break enchantment - Abjuration 5 – Every wizard should either slot this spell or carry scrolls of it. It can be targeted on players to get rid of debuffs (Crushing Despair, hamstring, etc) requiring a caster level check, or on areas to get rid of persistent effects (Blade barriers, Cloudkill, annoying dog goo out of LOB) with no check. Typically I just carry a stack of scrolls, but I wouldn't fault anyone for slotting this.
    3. Fireball – Beyond its use as a low level nuke, this little gem has great use even at end game. A fireball can open a breakable door that typically requires a strength check (which is likely quite low on a wizard) and is a great counter for webs that are entangling your party. Add to the fact that I almost always have more lvl 3 slots than I know what to do with, makes fireball a staple in my spell list.
    4. Knock – Transmutation 2 - With your high intelligence score you can open most of the doors/chests in the game. Also it is great fun to unlock a chest right before the rogue finishes his animation to open the lock.
    5. Invisibility / Mass Invisibility – I can’t even begin to count the situations where casting invisibility on the party makes the quest run faster/easier. If you are not slotting one of these spells, you should be carrying mass invisibility scrolls.
    6. Feather fall – Situational, but useful for situations when you want the entire party to land together. I really only use this for Fall of Truth, to ensure the Reaver gets initial aggro while the party is falling.
    Last edited by Andoris; 09-12-2013 at 10:29 AM.

  6. #6
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    Default My Standard Spell Load out

    Here is my standard spell load out. Some spells are memorized due to available room and to ensure I don't forget to take them when needed (eg. Missile spells for the times when I decide to swap over to Shiradi), other are their solely out of personal preference. There is no one right way to configure your spell. Spells marked with an asterisk (*) are must haves (imo).

    Comments and questions are welcome

    Level 1
    : Hypnotism, Protection from Evil*, Jump*, Magic Missile, Expeditious Retreat* (if no quiver), Night shield* (if no clicky), Feather Fall
    Level 2: Blur, Knock, Web*, Resist Energy*, Gust of Wind, [sometimes] Spawn Screen
    Level 3: Displacement*, Rage*, Haste*, Fireball, Halt Undead (SLA), Chain Missiles
    Level 4: Negative Energy Burst*, Death Aura*, Dimension Door*, Ice Storm or Firewall, Phantasmal Killer or Crushing Despair, Enervation* (SLA) (Scroll: Fire shield)
    Level 5: Niac's Biting Cold, Eladar’s Electric Surge, CloudKill, Mind Fog, Ball Lightning (Scroll: Teleport, Break Enchantment*)
    Level 6: Circle of Death*, Death to Undeath*, Chain Lightning, Necrotic Ray*, Disintegrate, (Scroll: Greater Heroism*, Shadow Walk, True Seeing)
    Level 7: Greater Teleport, Finger of Death*, Mass Hold Person*, Otto's Sphere of Dancing*, Waves of Exhaustion (Scroll: Mass Invisibility*)
    Level 8: Symbol of Death, Otto's Irresistible Dance*, Polar Ray, Black Dragon Bolt, Trap the Soul
    Level 9: Power Word: Kill, Mass Hold Monster*, Energy Drain*, Wail of the Banshee*, Dominate Monster or Meteor Swarm

  7. #7
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    Quote Originally Posted by Andoris View Post
    In the quest to continually expand upon the guide I decided to do an in-depth review of some of the spells that a Wizard may want to use. I avoided a review of spells that have the primary purpose of dealing damage as they are self-explanatory (and quite boring imo). The review below is intended to help players realize that one of the greatest strengths of the Wizard is their large and flexible spell selection, allowing them to fill an invaluable role in any party. As always, I welcome feedback and suggestions. It is likely I missed something, but with your help, we can make this an amazing resource.
    Crowd Control:

    Great guide Andoris, a lot of work I'm sure. I wanted to add a few things to this particular post that may be helpful.

    -Necro spells can be used as debuffs as well. As an enchantment specialist I use WoB in the tough content for two things- there's a chance to kill a few and it will give negative levels to those that survive. I usually follow up with a Quickened Mass Hold Monster. Also if I'm prepping a CC/Kill zone I'll put up a Symbol of Death for AoE negative levels in the middle of an Otto's Dancing Sphere to reduces the will saves of the monsters. This can be combined with the more conventional Hypnotism/Crushing Despair/Mind Fog rotation depending on the DC of the caster and the difficulty of the content.

    -I'm primarily a Pale Master with a secondary focus in Enchantment Archmage. The SLA's are cheap easy debuffs and CC. I use Hypnotism as an AoE debuff prep for Dancing Ball or Mass Hold. I use the Hold Monster SLA in certain situations like an EE ogre is bearing down on the cleric and about to deliver a triple strike of death. Or to help melee along as we all love to tee off on the blue glowy monsters frozen in place.

    -Charm/Suggestion/Dominate works for the full stated duration in Heroic levels only. In Epic levels it's reduced to 6-10 seconds. This holds true for Charm/Suggestion/Dominate/Symbol of Suggestion. The only CC of this type I've seen that is sustainable is the Shadowdancer ability Shadow Manipulation. That said, if things go really bad in tough content, those 6-10 seconds can be the difference between wipe or not. In those emergency situations I cast a Quickened Mass Suggestion, as odds are you will catch at least some monsters and the agro will transfer to them. This gives you a small window for important follow up actions like a Dancing Ball, WoB, raise the healer, etc.

    -A good number of orange named bosses have deathward which prevents instant death and negative levels. Enchantment debuffs still work though. I use SLA Hypnotism followed up by SLA Hold Monster.
    Last edited by Humperdink; 09-12-2013 at 12:02 AM.
    .

  8. #8
    Community Member Panzermeyer's Avatar
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    Quote Originally Posted by Andoris View Post
    In the quest to continually expand upon the guide I decided to do an in-depth review of some of the spells that a Wizard may want to use. I avoided a review of spells that have the primary purpose of dealing damage as they are self-explanatory (and quite boring imo). The review below is intended to help players realize that one of the greatest strengths of the Wizard is their large and flexible spell selection, allowing them to fill an invaluable role in any party. As always, I welcome feedback and suggestions. It is likely I missed something, but with your help, we can make this an amazing resource.
    This is an excellent guide and I thank you for this, and the full discussion in here.

    My first casters were all Sorcs. I got use to just dealing damage.

    My first time playing a wizzy and PM to boot was in grinding out past lives. I must admit that I still default to dealing damage. Running with a guildie who loves bards and is honestly super super bad ass with them, I am seeing the value of mass crowd control. I think the main thing I am going to struggle with learning is the debuffing spells. This will be quite a shift for me in tactics as I build my pale master.
    Panzermeyer - Huge Terry Brooks Shannara Fan

    Main
    Jelara Shannara - PDK
    Steel Shrine (TR XX - Barb x3, Drd x3, FvS x3, Pal x2, Rgr x1, Rog x2, Sorc x3, Wiz x3 - EtR X - Arc x3, Div x2, Mart x3, Prim x3 - ItR II - PDK x2)
    Alts
    DamsonRhee Shannara - PDK Swashbuckler
    Challenge Farmer
    Eritria Shannara - Human Swashbuckler
    (TR VII - Ftr x3, Sorc x1, Wiz x3 EtR - Prim x1)
    Kirisin Shannara - Sun Elf Shadovar Infiltrator (TR XIV - Barb x1, Bard x1, Clc x3, Fvs x3, Sorc x3, Wiz x3 - EtR V - Mart x2, Div x3 - ItR - MLE x1)


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    Thumbs down your serious

    Quote Originally Posted by Andoris View Post
    Here is my current build using the analysis above. As always feedback and suggestions are welcome.

    Race: Drow
    Past Lives: Wizard x3, Sorc x1, Bard x1

    Abilities:
    Str: 23 -- (8 base + 3 tome +8 item +1 litany + 2 rage +2 ship)
    Dex: 16 -- (10 base +1 litany + 3 tome +2 ship)
    Con: 41 -- (16 base +4 tome +10 item +1 litany +4 lich +2 rage +2 yugo +2 ship)
    Int: 74* -- (20 base +5 tome +7 level ups +8 enh + 11 item +3 Insight +1 exceptional +1 litany + 7 destinies +4 lich +2 yugo +2 ship +3 feat)
    Wis: 18 -- (8 base +3 tome +1 litany +4 Lich +2 ship)
    Cha: 28 -- (10 base +3tome +8 item +1 litany +2 Lich +2 ship +2 yugo)
    *can go to 76 int with max dc destiny layout

    Feats:
    Wizard: Maximize Spell (1),SF: Necro (5), SF: Enchant (10), Heighten Spell (15), Quicken Spell (20)
    Base: Insightful Reflexes (1), PL: Wizard (3), PL:Bard (6), GSF: Necro (9), GSF: Enchant (12), Spell Penetration (15), Empower Spell (18), Great Intelligence (21), Great Intelligence (24), Great Intelligence (27)
    Destiny: epic SP: Negative (26), Elusive Target (28)

    Enhancements:
    Wizard: Pale Master (41 ap): Core line VI (6ap), Neg. Healing Amp III (3ap), Neg Spell Crit IV (8ap), Necro Focus (2 ap), Intelligence II (4 ap), Improved Shrouding (2 ap), Efficient Metas: Quicken (6 ap), Bone Armor III (3 ap), Cloak of Night I (1 ap), Deathless Vigor III (6)

    Wizard: Archmage (30 ap): Archmage specialization: Necromancy IV (4ap) for access to Enervation as a SLA and +1 necro DC, Spell Critical III (6 ap), Spell Penetration I (2 ap), Energy of the Scholar I (2ap), Intelligence II (4 ap), Efficient Meta – Maximize III (6 ap) and Heighten II (4 ap), School Mastery - Necro (2ap),

    Drow (9 ap): Spell Resistance II (2ap), Intelligence II (4ap), Enchantment Lore III (3ap)

    Core Stats:
    Spell DCs: Necromancy – 67; Enchantment – 62; Conjuration/Illusion – 57; Evocation – 53; Others – 52 (can add +1 DC to all with max ED layout)
    Spell Penetration: 38 (20 level +5 epic +1 enhancement +2 feats +3 item +6 past lives +1 augmentation). If I do two feat swaps and some twists, I can hit 55 for EE MotU content at level 21. Will do that while leveling (first time runs), after that will swap feats back to something useful and if I need to run EE drow content after that, I’ll just swap to Sharidi.
    UMD: 37 standing / 46 with swaps-- (11 ranks +8 epic +9 Cha +6 Shroud +3 competence +2 luck +4 morale +1 profane +3 epic big top)
    Spell Points: 3207-- (1125 wizard + 80 magical training +1088 intelligence +250 item + 30 energy of scholar + 300 magister + 150 shroud +80 LGA +66 archmage +288 endless faith)
    Hit Points: 730– (80 levels +80 epic +420 con +20 heroic +20 auto grants +10 draconic +30 deathless vigor +40 False Life +10 Shroud +20 vitality
    Damage Avoidance: Total of 68.75% of physical damage avoided -- 61.5% chance to avoid getting hit (10% ghostly * 10% Dodge * 5% Elusive Target * 50% Displacement) + 34 PRR to negate 18.8% of the damage that hits me.

    Saves:
    Fort: 40/48 blocking – (6 base +4 epic +15 con +4 morale +1 alchemical +8 resistance +8 orb +2 luck)
    Ref: 62/70 blocking – (6 base +4 epic +31 int +4 morale +1 alchemical +8 resistance +8 orb +2 luck +6 epic destiny)
    Will: 36/42 blocking – (12 base +4 epic +4 wis +4 morale +1 alchemical +8 resistance +8 orb +2 luck)

    Epic Destinies:
    Max DC Destiny (Used for new EE's) – Magister: (+1 DC and +2 spell pen, loss damage dealing ability)
    Intelligence (6), Unearthly Reactions (3), Necromancy Specialist (3), Arcane Adept (1), Necromancy Augmentation (3), Necromancy Familiarity (1), Master of Necromancy (1)
    Twists: Fatesinger: Echos of the Ancestors: Magister (3), Shadow Dancer: Intelligence (2), Shadow Dancer: Intelligence (1)

    Epic Elite (Balanced) Destiny – Magister:
    (-1DC, but twisted in some damage dealing ability and more spell points)
    Intelligence (6), Unearthly Reactions (3), Necromancy Specialist (3), Arcane Adept (1), Necromancy Augmentation (3), Necromancy Familiarity (1), Master of Necromancy (1)
    Twists: Draconic: Energy Burst (4), Exalted Angel: Endless Faith (1) or Energy Sheath [electric] (1), Shadow Dancer: Intelligence (1)

    Epic Hard or older Epic Elite Destiny – Draconic (Lose 1 DC for lots of damage dealing ability)
    Intelligence (5), Energy Sheath [Electric] (3), Go out with a bang (3), Energy Burst: Electric (3), Dragon Heritage: Electric (3), Draconic Knowledge (2)
    Twists: Fury of the Wild: Sense Weakness (4),Magister: Necromancy Specialist (2), Exalted Angel: Endless Faith (1)

    Max Spell Penetration Destiny – Magister: (+8 Spell Pen, -1 DC)
    Intelligence (6), Unearthly Reactions (3), Necromancy Specialist (3), Piercing Spellcraft (3), Arcane Adept (1), Necromancy Augmentation (1)
    Twists: Fatesinger: Echos of the Ancestors: Magister (3), Draconic: Piercing Spellcraft (3), Shadow Dancer: Intelligence (1)

    Gear:
    Trinket: Litany (alchemical resistance ritual)
    Head: Fire Resist 45 Crown of Resistance +10
    Neck: Green Steel: Pos/Neg/Water +10hp, +150sp, +2 con skills, +4 int skills, +6 wis skills; +6 wisdom
    Goggles: Intricate Field Goggles +3 insightful intelligence (Green: Heavy Fort /Yellow: +1 exp Int)
    Bracers: Health +10 Bracers of Dodge 10%
    Body: Shroud of the Abbot
    Cloak: Stormreaver’s Tablecloth (Yellow: +15 spell craft)
    Ring: Guardian’s Ring (yellow: 250 spell points)
    Ring: ring of shadows (yellow: vitality) / Ring of the Djinn
    Boots: Sages Shoes / TOD boots / Cannith Boots of Propulsion
    Gloves: Master Illusionist (EE version)
    Belt: Belt of the Seven Ideals (Green: Good Luck+2 /Yellow: +15 heal)
    Weapons: +8 Impulse 132 Scepter of enchantment IV (Red: 138 Lightning), Nether Orb +5 necromancy focus (Red: 138 nullification)
    Quiver: Quiver of Alacrity
    u r including yugoloth potions in your dc for the build that would be more of a playstyle showing it up on your accuall stat levels is false advertising i mean throw in some major sp potions and i have 10000000 sp gimme a break...then u guys have breakdown with a +5 tome which is only available for a limited time and costs 50 dollars cash money with litany bonus included..cmon now dont forget to add three wiz TR's and 10000 tp points so u can buy pots in a quest cmon u guys dont post crazy stats u dont have what u have already is good enough then u say 33 int bonus thats only 66int not 80 or whatever u said u have..hell with your findings u can have madstone boots with seasonal cookies flip into intimi tank at a moments notice . lastly 10 dodge at lev 28 does absolutly nothing you guys need to go back to the drawing board I have 28 dodge and it only worxs let say 1/10

  10. #10
    Community Member Soulfurnace's Avatar
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    Quote Originally Posted by orangatang View Post
    u r including yugoloth potions in your dc for the build that would be more of a playstyle showing it up on your accuall stat levels is false advertising i mean throw in some major sp potions and i have 10000000 sp gimme a break...then u guys have breakdown with a +5 tome which is only available for a limited time and costs 50 dollars cash money with litany bonus included..cmon now dont forget to add three wiz TR's and 10000 tp points so u can buy pots in a quest cmon u guys dont post crazy stats u dont have what u have already is good enough then u say 33 int bonus thats only 66int not 80 or whatever u said u have..hell with your findings u can have madstone boots with seasonal cookies flip into intimi tank at a moments notice . lastly 10 dodge at lev 28 does absolutly nothing you guys need to go back to the drawing board I have 28 dodge and it only worxs let say 1/10
    [Translation]
    How dare you include hard to get things that require grinding!
    That's cheating, just because you've spent lots of time and effort playing DDO doesn't mean your DC should be better than mine!
    I also have no clue how the game works, because that requires effort and determination, so I'll pollute my bad math in regards to dodge onto the forums.
    [/Translation]

    Did I get that right?

  11. #11
    Community Member MartinusWyllt's Avatar
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    Quote Originally Posted by Soulfurnace View Post
    [Translation]
    How dare you include hard to get things that require grinding!
    That's cheating, just because you've spent lots of time and effort playing DDO doesn't mean your DC should be better than mine!
    I also have no clue how the game works, because that requires effort and determination, so I'll pollute my bad math in regards to dodge onto the forums.
    [/Translation]

    Did I get that right?
    No.

    A poorly-written criticism while riddled with some strange assertions that seems to be saying something like:

    [Thesis]
    The builds that suppose stats dependent on temporary buffs or rare loot are not representative of a reasonably-achievable goal and, therefore, instead of being a "Pale Master Guide" it is more of an "EE PM Guide for Veterans".
    [/Thesis]

    If that's their thesis statement, you know, teased-out, then I can see their point, though my first criticism would be how they failed to read:

    Key Considerations:

    - Build is focused on end game content (Epic Elite)...
    Which is plainly stated and formatted adequately such that the most casual observer should reasonably understand the intended audience.

    My own feedback is that I find this guide well written and something I can use as a high-end benchmark if I ever finish 2 more wizard lives on my PM. I appreciate the break-down of maximum and reasonable INT and other feedback through this thread...so, thanks, Andoris!

  12. #12
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    Quote Originally Posted by orangatang View Post
    u r including yugoloth potions in your dc for the build that would be more of a playstyle showing it up on your accuall stat levels is false advertising
    False advertising how? I use Yugoloth potions routinely on my caster.

    Quote Originally Posted by orangatang View Post
    then u guys have breakdown with a +5 tome which is only available for a limited time and costs 50 dollars cash money
    +4->+5 upgrade tomes are rare, but not THAT rare. I've pulled 2 from chests. And I don't even super-grind on loot weekends the way some of my guild-mates do.

    Quote Originally Posted by orangatang View Post
    with litany bonus included..cmon now
    You have a problem with Litany of the Dead? Go learn Abbot. It's not just a mindless beat-down, but it's not really that hard.

    Quote Originally Posted by orangatang View Post
    cmon u guys dont post crazy stats u dont have
    They probably actually do have them. There was nothing too crazy in that breakdown.

    Quote Originally Posted by orangatang View Post
    then u say 33 int bonus thats only 66int not 80 or whatever u said u have
    Incorrect. A 66 Int would only be a +28 Int bonus. It takes a 76 to get a +33 bonus. 80 would be +35.

    Quote Originally Posted by orangatang View Post
    lastly 10 dodge at lev 28 does absolutly nothing you guys need to go back to the drawing board I have 28 dodge and it only worxs let say 1/10
    If Dodge 28% isn't working 28% of the time, you need to file a bug report.

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    Looks like we need to adjust our DCs down 2. As of 19.2 today it appears mastery no longer stacks with individual DC increases. =(
    XooleX - 22nd Life Palemaster, Dyrr - Sorcerer, Eladari - Tempest Ranger, Fazoul - Cleric, Mezyt - PM Wizard Trapper

  14. #14
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    Quote Originally Posted by XooleX View Post
    Looks like we need to adjust our DCs down 2. As of 19.2 today it appears mastery no longer stacks with individual DC increases. =(
    Agreed, I cried a bit when I logged in this evening. The problem is that 2 DC, is enough to make necro casting too expensive/unreliable to be viable on new EE content (it was already a stretch, but workable). Once I calm down a bit and do some testing, I will post an update (look for it in the next few days), but it looks like the only option left is to go max enchantment and be a hold bot (for EE content).

    I'll do some testing this week and see what is workable. At least it was fun for a month.

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    Quote Originally Posted by XooleX View Post
    Looks like we need to adjust our DCs down 2. As of 19.2 today it appears mastery no longer stacks with individual DC increases. =(
    Can anyone elaborate on this? I assume you are referring to dc increases from PM shrouds. What about the drow enchantment lore?

    Also I assume this means dc increase from enhancements only and that Archmage school mastery still stacks with feats and gear. Is this correct?

    Anyone know if this change is a bug or a fix?
    Member of Storm Lords on Thelanis.
    In game: Unshriven, Unbidden, Unsated, and Unfazed.

  16. #16
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    Quote Originally Posted by orangatang View Post
    u r including yugoloth potions in your dc for the build that would be more of a playstyle showing it up on your accuall stat levels is false advertising i mean throw in some major sp potions and i have 10000000 sp gimme a break...then u guys have breakdown with a +5 tome which is only available for a limited time and costs 50 dollars cash money with litany bonus included..cmon now dont forget to add three wiz TR's and 10000 tp points so u can buy pots in a quest cmon u guys dont post crazy stats u dont have what u have already is good enough then u say 33 int bonus thats only 66int not 80 or whatever u said u have..hell with your findings u can have madstone boots with seasonal cookies flip into intimi tank at a moments notice . lastly 10 dodge at lev 28 does absolutly nothing you guys need to go back to the drawing board I have 28 dodge and it only worxs let say 1/10
    Fellow commentators, please do not bother feeding the Trolls. Obviously this one can't read or spell, and has anger issues.

    If I am going to get trolled, it would be nice to get something imaginative and humorous at least, not this drivel.

  17. #17
    Community Member Fanaval's Avatar
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    Quote Originally Posted by Andoris View Post
    Gear: - ETR Gear Options
    Trinket: Epic Litany +2 all stats (Blue/Yellow: Open Green: Golem’s Heart ) (alchemical resistance ritual)
    Head: Epic Deific Focus: wis/cha/int +11; Deific Focus II (Blue/Yellow: +2 iCon Green: +2 Evocation)
    Neck: Epic Noxious Embers: 150 combustion; Universal Spell Crit 17%; (Yellow: +2 Conjuration; Green: +2 Enchantment)
    Goggles: Intricate Field Goggles +3 insightful intelligence (Green: +2 Necromancy /Yellow: GoTIB)
    Bracers: Dumathoin’s Bracers (Blue: +40 False Life)
    Body: Shadow Dragon Light Armor, Shadow caster (Blue: -15% ASF; Green: 250 Spell points)
    Cloak: Deathwyrm Cloak (Green: Open) / Sages Mantle [swap]
    Ring: Health 10 Dodge 10
    Ring: Epic Circle of Malevolence: 12 resistance, vitality +40, insightful sheltering +5 (Blue/Yellow: +8 Strength; Green: +2 Conjuration)
    Boots: Spiked Boots (Green: Open, Yellow: Open) // Sage’s Shoes [swap]
    Gloves: Green Steel Earth 10hp +2 con skills / Air 50 sp +4 cha skills / Water +100 sp +6 wis skills, Balance of Land and Sky // EE Master Illusionist (Yellow: +2 Illusion) [swap]
    Belt: EE Belt of the Seven Ideals (Green: Good Luck+2 /Colorless: +15 heal)
    Quiver: Quiver of Alacrity

    As always a superb work.
    I only want to point out that you slotted greater conjuration both on neck and on one ring.

    Thank you.
    Fanaval Turinaur

    Cannith PM Wizard
    Completionist & Epic Completionist

  18. #18
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    Sorry for my post
    Take time to understand what stack or not.
    Ty for answer and work

  19. #19
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    Quote Originally Posted by deredriel View Post
    Sorry for my post
    Take time to understand what stack or not.
    Ty for answer and work
    No need to be sorry... What stacks and what doesn't is kind of weird in DDO.

    Even I screw up stacking rules some times.

    Cheers!

  20. #20
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    Red face

    Hello
    Thank again , all the posts is a reel wealth of knowledge and i learn !!!
    English is not my native langage then not sure to well understand all subtilty of the rules.
    In the same way, just to be sure;you choose to spend points for enhancement in Archmage tree for 2 int , SLA and 1 Necro DC and in harper tree for 1 int point rather then going for 4 int in Harper tree cause you have 3 int in Twist (you are epic completionist) and go on an odd numbers in INT or have you a better motivation (SLA etc...)?
    Cause if we are not epic completionist, seem to me then harper tree with 4 int points is a good choice.
    Want to be sure to don't forget something important and be wrong in my choice.
    ty

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