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  1. #1
    Community Member
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    May 2013
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    8

    Default Can someone suggest a wizard build?

    I would like to play a wizard yet I don’t have any idea on where to start.
    I have been looking over the forums for builds but I keep getting 404 error messages.
    So if someone could suggest a build that would be great.
    I would like it to be warforged and I have 32pt build available to me and have all content unlocked
    Along with a build if anyone could give some advice on play style or spell selection that would
    Also be great.
    Thank you all!

  2. #2
    Community Member
    Join Date
    May 2013
    Posts
    18

    Default

    Quote Originally Posted by smalltree View Post
    I would like to play a wizard yet I don’t have any idea on where to start.
    I have been looking over the forums for builds but I keep getting 404 error messages.
    So if someone could suggest a build that would be great.
    I would like it to be warforged and I have 32pt build available to me and have all content unlocked
    Along with a build if anyone could give some advice on play style or spell selection that would
    Also be great.
    Thank you all!
    I present to you, The Spidermancer

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Spidermancer Of DooOOooOOOm
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 262
    Spell Points: 1806 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 5
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity             8                     8
    Constitution         20                    22
    Intelligence         18                    28
    Wisdom                6                     6
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                -2                    -2
    Concentration         5                     9
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                 -1                    -1
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     9
    Search                4                     9
    Spot                 -2                    -2
    Swim                 -1                    -1
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Focus: Conjuration
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 6 (Wizard)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Greater Spell Focus: Conjuration
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    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: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Storm Manipulation VII
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Secondary Spell Mastery I: Conjuration
    Enhancement: Archmage Spell Mastery I: Necromancy
    Enhancement: Archmage Spell Mastery II: Necromancy
    Enhancement: Conjuration I - Grease
    Enhancement: Conjuration II - Web
    It's got close to PM necro DC's, heightened and quickened webs for 3 SP and quickened reconstructs along with a freaking grease SLA. What more do you want!?

    In heroic levels you can be the first to run into the room, drop a 3 SP web and a firewall or a wail and reconstruct yourself while holding agro, cc'ing and instant killing while the feeble fleshlings stand in awe.

    You can rage HARD when ever some silly palemaster or arti blows up one of your webs with his meager fireballs and take revenge by greasing his ass off (Rock boots is a good idea if (when) you feel the need to take revenge for broken webs!)

    If you feel like shiradi'ing the build can adapt by dropping necro focus and greater necro focus for evocation, dumping the spell pen feats and picking up extra metamagics/toughness feats/improved mental toughness/stunning blow (Because you're spidermancer!) or anything else.

  3. #3
    Community Member
    Join Date
    May 2013
    Posts
    8

    Default

    Thanks mate!
    I will give it a go tomorrow just one more question.
    Whats spells should I take? Are their spells I can only get from choosing when leveling or can every spell be learned from scrolls?

  4. #4
    Community Member
    Join Date
    Apr 2013
    Posts
    290

    Default

    Quote Originally Posted by smalltree View Post
    Whats spells should I take? Are their spells I can only get from choosing when leveling or can every spell be learned from scrolls?
    Wizards are amazing in that you can scribe every arcane spell that there is into your spell book, and change them out. This is great for learning things. Really, as long as you max out your Intelligence, and invest heavily in Constitution, you are set up to win.

    Enhancements can, and probably should, be swapped out easily as you try different things. The important feats to go after are Maximize, Insightful Reflexes, and Toughness (at least until the Enhancement Trees). In addition to those core ones, Heighten and some form of Spell Focus + Greater Spell Focus are probably important. If you chose a non-nuking path, such as Enchantment or Necromancy, then you will also need the Spell Penetration feats.

    As far as tritary stats go, Strength is nice to have a few points in just so that you do not become disabled easily. But really, as long as you have maxed Intelligence and a strong Constitution, you are golden! Even more so if you are War Forged.

  5. #5
    Community Member
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    May 2013
    Posts
    8

    Default

    Thank's guys I will try it out and keep you updated.

  6. #6
    Community Member
    Join Date
    May 2013
    Posts
    8

    Default

    Ok guys rolled this guy out today
    I made slight change to the build above
    I just lowered con to 18 and took str to 14
    I have to say was not what I expected. I figured I would struggle through the harbor on elite. couldn't have been further from the truth I ran all quest in the Harbor on elite. sometimes carrying my party and even holding the kill count on quite a few lvls. My main issue is I am not quite sure what my roll in the group is. So I am Buffing everyone soon as I get in the quest then I go right to using what crowd control spells I have and I swing my greataxe
    I know Greataxe not the norm but hey I can swing it without dying and slowing my group down so why not.
    What wands slash scrolls should I have with me from lvl5-9?
    Thanks again guys.

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