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  1. #1

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

    Updated version of this build for the enhancement pass.

    This is the basic Wizard/Rogue build for new players. It is primarily focused on enchantment and insta-kills, but also has a lot of flexibility with damage spells. Sturdy and dependable, it's great for both soloing and group play.

    No tomes are required or listed. If you have access to int tomes go ahead and use them, and then put the extra skill points wherever you like. Heal is a good candidate, but anywhere is fine.

    The build will work with any race. For non-human, skip the Toughness at level 1 (taken as a Human Bonus feat) and skimp on the spellcraft skill to keep your trapping skills up. If you have any int tomes at all you'll end up with more skill points than are listed in the build proper. Use your best judgement and you'll be fine.

    Any alignment is fine. True Neutral is generally the best alignment, taking the least damage from mobs. If you want to farm up a torc, Lailat does extra damage to non-chaotic and good characters, meaning chaotic neutral is ideal for her. Maybe go chaotic neutral first life then tr into true neutral? Either way, alignment is irrelevant for the build so go with your preference.

    There are no feat respecs in this build.

    The previous version of this build is available here.


    Pale Trapper
    18/2 Wizard/Rogue
    Human


    Level Order

    1. Rogue. . . . . .6. Wizard. . . . .11. Wizard . . . . 16. Wizard
    2. Wizard . . . . .7. Wizard. . . . .12. Wizard . . . . 17. Wizard
    3. Wizard . . . . .8. Wizard. . . . .13. Wizard . . . . 18. Wizard
    4. Wizard . . . . .9. Rogue . . . . .14. Wizard . . . . 19. Wizard
    5. Wizard . . . . 10. Wizard. . . . .15. Wizard . . . . 20. Wizard



    Stats
    . . . . . . . .28pt. . .32pt . . 34pt. . .36pt . . Level Up
    . . . . . . . .----. . .---- . . ----. . .---- . . --------
    Strength. . . . 10 . . . 14. . . .10 . . . 12. . . .4: INT
    Dexterity . . . .8 . . . .8. . . . 8 . . . .8. . . .8: INT
    Constitution. . 16 . . . 16. . . .18 . . . 18. . . 12: INT
    Intelligence. . 18 . . . 18. . . .18 . . . 18. . . 16: INT
    Wisdom. . . . . .8 . . . .8. . . . 8 . . . .8. . . 20: INT
    Charisma. . . . .8 . . . .8. . . . 8 . . . .8. . . 24: INT
    . . . . . . . . . . . . . . . . . . . . . . . . . .28: INT


    Skills
    . . . . . R .W. W .W. W .W. W .W. R .W. W .W. W .W. W .W. W .W. W .W
    . . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 2 .3. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Spellcr . 2 .2. 2 . . 2 . . 2 .1. . .1. 1 .1. 1 .1. 1 .2. . .2. . .2. 23
    Disable . 4 . . . .1. . .1. . .1. 5 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Search. . 4 . . . .1. . .1. . .1. 5 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Spot. . . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Heal. . . 2 . . 1 . . 1 . . 1 . . . . . . . . . . . . . . 1 . . 1 . . .7
    Open Lo . 4 . . . . . . . . . . . 1 . . . . . . . . . . . . . . . . . .5
    Repair. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Perform . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    Swim. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
    UMD . . . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
    . . . . .------------------------------------------------------------
    . . . . .52 .7. 7 .7. 7 .7. 7 .8 14 .8. 8 .8. 8 .8. 8 .9. 9 .9. 9 .9



    Feats

    .1. . . . : Insightful Reflexes
    .1 Human. : Toughness
    .2 Wizard : Maximize Spell
    .3. . . . : Empower Spell
    .6. . . . : Extend Spell
    .6 Wizard : Heighten Spell
    .9. . . . : Spell Focus: Enchantment OR Past Life: Wizard
    12. . . . : Spell Penetration
    12 Wizard : Spell Focus: Necromancy
    15. . . . : Greater Spell Focus: Necromancy
    17 Wizard : Quicken Spell
    18. . . . : Greater Spell Penetration
    21 Epic . : Epic Spell Penetration
    24 Epic . : Great Ability: Intelligence
    26 Destiny: Epic Spell Power: Negative
    27 Epic . : Great Ability: Intelligence
    28 Destiny: Hellball


    Spells

    1. Expeditious Retreat, Niac's Cold Ray, Burning Hands, Nightshield, Charm Person
    2. Lesser Death Aura, Scorching Ray, Scorch, Web, Invisibility
    3. Frost Lance, Displacement, Haste, Hold Person, Rage
    4. Wall of Fire, Death Aura, Acid Rain, Negative Energy Burst, Dimension Door
    5. Dominate Person, Hold Monster, Eladar's Electric Surge, Niac's Biting Cold, Dismissal
    6. Chain Lightning, Circle of Death, Necrotic Ray, Undeath to Death, True Seeing
    7. Finger of Death, Otto's Sphere of Dancing, Mass Hold Person, Banishment
    8. Polar Ray, Black Dragon Bolt, Trap the Soul, <Any>
    9. Wail of the Banshee, Mass Hold Monster, Dominate Monster


    Enhancements (80 AP)

    Pale Master (36 AP)
    • Dark Reaping, Zombie Form, Vampire Form, Wraith Form, Lich Form
      1. Deathless Vigor III, Spell Critical, Negative Energy Conduit III
      2. Efficient Quicken III, Spell Critical
      3. Spell Critical, Intelligence
      4. Spell Critical, Intelligence
      5. Necromantic Focus, Improved Shrouding

    Archmage (40 AP)
    • Chill Touch, Command Undead, Halt Undead, Enervation
      1. Energy of the Scholar I, Spell Critical
      2. Efficient Maximize III, Efficient Empower III, Spell Critical
      3. Spell Penetration II, Spell Critical, Intelligence
      4. Efficient Heighten II, School Mastery: Necromancy, Spell Critical, Intelligence

    Human (4 AP)
    • Skills Boost, Intelligence, Saves Boost

    Leveling Guide
    1. (bank 4 AP)
    2. Chill Touch, Energy of the Scholar I, Spell Critical, Dark Reaping (bank 2 AP)
    3. Efficient Empower III
    4. Deathless Vigor II
    5. Zombie Form, Command Undead, Negative Energy Conduit II
    6. Deathless Vigor III, Spell Critical
    7. Vampire Form, Halt Undead, Intelligence
    8. Intelligence (bank 2 AP)
    9. Efficient Maximize III
    10. School Mastery: Necromancy, Spell Critical
    11. Intelligence, Spell Critical
    12. Negative Energy Conduit III, Intelligence, Skills Boost
    13. Efficient Heighten II
    14. Wraith Form, Enervation, Spell Critical
    15. Spell Penetration II
    16. Spell Critical
    17. Efficient Quicken III
    18. Necromantic Focus, Improved Shrouding
    19. Spell Critical, Spell Critical
    20. Lich Form, Intelligence, Saves Boost


    Destiny (24 AP)

    Magister
    1. Unearthly Reactions II, Intelligence
    2. School Specialist: Necromancy III, Intelligence
    3. Sigil of Energy II, Piercing Spellcraft III, Intelligence
    4. Intelligence
    5. Intelligence
    6. Arcane Adept, Intelligence

    Twists of Fate (12 fate points)
    1. Energy Burst: Acid (Tier 4 Draconic)
    2. Endless Faith (Tier 1 Exalted)



    The two rogue levels are taken at 1 & 9, getting you to level 7 wizard (for firewall) as quickly as possible and then taking evasion.

    In the early levels, the Chill Touch SLA is quite strong with both maximize and empower, which are of course free for SLAs. The spell list given is a general concept, really; you will likely switch your spells around quite a bit. One common variation is to start with Master's Touch for the first few levels.

    I'm a big fan of well-placed charms in the early levels -- particularly effective on champions -- so when I get Scorch at level 5 I swap out Burning Hands for Charm Person.

    For enhancements, you might want to spend 2 AP in the pale master tree to get the skeletal knight to use as a lever puller. Take these 2 AP from Deathless Vigor.

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  6. #6
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    Excellent, and thank you,
    Quote Originally Posted by EllisDee37 View Post
    If you have an older version of this build, consider saving the free LR+20 to grab a free past life for a class you otherwise wouldn't play. (Sorcerer? FVS? Cleric, even?) If you still have your free LR+0 use that to respec for the skills and taking empower instead of enchantment focus. No class levels changed.
    ...yeah, good idea... wonder if the +20 one will persist over a TR, actually...

    Quote Originally Posted by EllisDee37 View Post
    No tomes are required or listed. If you have access to int tomes go ahead and use them, and then put the extra skill points wherever you like. Heal is a good candidate, but anywhere is fine.
    So. Heal, UMD, open lock, balance...?

    I note that you have UMD ending up at 1 there. And Perform at 2... does unlocking Perform do something useful beyond +2 resonance? (Wait, does it work so that you need to unlock the skill before +skill items have a benefit? Perform was one of those that are N/A instead of 0, so... heh, one of my non-bard toons got a +1 perform skill tome from the dice the other week, which one was it again?)

    Quote Originally Posted by EllisDee37 View Post
    The build will work with any race. For non-human, skip the Toughness at level 1 (taken as a Human Bonus feat) and skimp on the spellcraft skill to keep your trapping skills up.
    How was it again, Fred won't respec Human Bonus feats or something?

    I wonder... I was thinking about trying Augment Summoning but that would make it more difficult to swap it to something else if it's not worthwhile.
    No longer completely f2p as of November 2014. Father of 3 more DDO players so far (I do have more children than that).

  7. #7

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    Quote Originally Posted by mna View Post
    So. Heal, UMD, open lock, balance...?

    I note that you have UMD ending up at 1 there. And Perform at 2... does unlocking Perform do something useful beyond +2 resonance? (Wait, does it work so that you need to unlock the skill before +skill items have a benefit? Perform was one of those that are N/A instead of 0, so... heh, one of my non-bard toons got a +1 perform skill tome from the dice the other week, which one was it again?)
    Heal is the highest priority for extra skill points. I've found UMD essentially worthless on my pale trapper; I've used it maybe twice ever over almost two years.

    Open lock is fine but you also get the knock spell. After heal I'd probably go with balance but it largely doesn't matter. Maybe repair, or even move silently.

    Perform is only in there because it offers spell power and lama testing showed that I could take it even without bard levels.

    How was it again, Fred won't respec Human Bonus feats or something?
    Yes, he can swap human bonus feats. Not sure I understand the question.

  8. #8
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    Quote Originally Posted by EllisDee37 View Post
    Yes, he can swap human bonus feats. Not sure I understand the question.
    OK, guess that was just an outdated old bug post here on the forums then...
    No longer completely f2p as of November 2014. Father of 3 more DDO players so far (I do have more children than that).

  9. #9

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    Quote Originally Posted by mna View Post
    OK, guess that was just an outdated old bug post here on the forums then...
    Oh, you may have seen something I posted about it.

    The problem with the human bonus feat -- where toughness is largely a throw-away -- is that you can't take caster feats there because you're only a level 1 rogue. So no spell pen, no metamagic, no school focus allowed. Even later on when you get caster levels you still can't swap any of those in because Fred got smart enough to see that when you were level 1 you had no casting ability.

    Augment Summoning is fine to take as the human bonus feat instead of toughness.

  10. #10
    Community Member xMund's Avatar
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    I am considering doing a variation of this for my next life, going conjuration in stead of Enchantment specced. This would be my first caster, so trying to figure out what is possible.

    I have you tried going with a melee option for this? I am thinking wraith shroud THF with tensers, webs, acid rain and death aura galore, with melee to speed things up slightly. Maybe go for power attack from the free human feat?

    I would have +4 tomes and 34 build points to make the stat math come out a bit better...

    Would this (in your opinion) work at all, or am I better off not getting close? I mostly solo, so I would have aggro most of the time anyway...

  11. #11
    Community Member eachna_gislin's Avatar
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    Would this feat list still work well for a non human? It comes from the previous build...

    Non-Human
    1 : Toughness or Augment Summoning
    2W: Spell Focus: Necromancy
    3 : Insightful Reflexes
    6 : Mental Toughness <== Do NOT take as wizard bonus feat
    6W: Extend Spell
    9 : Maximize Spell
    12 : Greater Spell Focus: Necromancy
    12W: Quicken Spell
    15 : Spell Focus: Enchantment or Past Life: Arcane Initiate
    17W: Heighten Spell
    18 : Spell Penetration
    20 : Greater Spell Penetration replaces Mental Toughness

    And these tacked on to the bottom?
    21E: Epic Spell Penetration
    24E: Great Ability: Intelligence
    26E: Nullification +20
    27E: Great Ability: Intelligence
    28E: Toughness

    edit: included optional Augment Summoning feat as mentioned earlier in the thread

    edit again: While trying to update enhancements I saw that I could not take improved empower, because the older feat list is missing that. Also, you appear to have dropped Mental Toughness (no longer needed for Archmage).

    It looks like I'll have to make judicious use of feat swaps at Fred as I already used my free LR (and I'm saving my LR +20 for future use)

    I am glad to see you updated this build as quickly as you did. Thank you.
    Last edited by eachna_gislin; 08-21-2013 at 05:27 AM.

  12. #12

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    I have a build similar to this, from a long time ago. I was archmage warforge, but having trouble soloing so I switched to PM.

    I used the free respec, maybe prematurely, to fix his skills, and took him for a test run, and remembered why I stopped playing him - which is, I don't really know how to play him.

    This is my question - how do you play a pale trapper. My instinct is to turn on aura, and run up and beat stuff (and let the aura do most of the work). This has more or less worked for me so far, but it is slow, and I can imagine a time where the aura will not out heal the damage. Am I on the right track, or is there another part of the strategy that I am overlooking, because with low armor and low hitpoints, eventually I am going to get overwhelmed.

  13. #13

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    The simplest method for leveling is to get a level-appropriate tower shield (but don't equip it), then cast aura & displacement and run around gathering up a dozen or so mobs, cast firewall or ice storm, equip the tower shield, then stand there in the middle of the aoe and shield block until everything is dead. Lather, rinse, repeat.

    Displacement halves the incoming damage, aura keeps you healed, the aoe does the killing. Do not do any casting with a shield in your hand, do not ever cast negative energy burst except in the most dire circumstance, and aura should be doing very little of the damage against mobs.

    The slightly more expensive but safer approach is to combine a lingering CC spell with this technique. I like to combine webs with firewall, dancing ball with ice storm. Note that firewall does not burn away webs, so cast them both in the same spot. Typically right where you're standing after gathering a bunch of mobs, then quickly switch to the shield and block.

    Still more expensive but much faster is to add acid rain on top of whichever aoe (firewall or ice storm) you're using.

    For 1 or 2 mobs I use frost lance and scorching ray. Turn maximize on for these; maximize only costs me 12 sp but even without an efficient trinket it'll still only cost you 16. Close enough. (Try to find a crafter to make you an efficient maximize II shard if you can't make one yourself.)

    Tactics change at higher level; this is the basic idea from 8 to around 17, though. For levels 2-7, for the most part I just use un-meta'd frost lance and scorching ray on everything. Though with this build I might turn on empower for those levels. (Again with an efficient trinket to bring it down from 9 to 7 sp.)

  14. #14
    Community Member Jingwei's Avatar
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    I got more use of out acid spray that out of frost lance. I could gather up a few monsters and hit most of them with multiple acid sprays. I generally found that frost lance didn't bring down my target in one hit, so I had to cast it several times already. Not a great use of SP.

    As an alternative to early web SLA, I think that early magic missile + chain missile SLAs might work better. Since you could stack maximize + empower on them and not need to worry about spell DC so much. And a maximized + empowered chain missile might be a better way to kill groups than a firewall.

  15. #15

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    Quote Originally Posted by Jingwei View Post
    I got more use of out acid spray that out of frost lance. I could gather up a few monsters and hit most of them with multiple acid sprays. I generally found that frost lance didn't bring down my target in one hit, so I had to cast it several times already. Not a great use of SP.
    We have differing experiences. I found through multiple lives that frost lance was highly effective doing elite bravery streaks. Conversely, I found the "spray" spells to be poor damage for the mana spent.

  16. #16
    Hero nibel's Avatar
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    First off, I would like to tell you that I recently updated the wizard trees on the wiki. They are up to date and safe to consult now.

    Second, I would HIGHLY reccomend this build to take the Skeleton Knight enhancement as soon as possible. Not only the skelly is durable as hell, he now have a pet control bar and can pull lever and stand on switches for you. Maybe leaving the option to boost him if you want to really fight with him, or just left one point spent to get a free sturdy lever puller.
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  17. #17

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    Well, there's 6 points essentially thrown away on Deathless Vigor solely to meet "points in tree" prereqs, so that's 6 points that could easily get us started on the pet line. I suppose it's easy enough to scale back on the efficient metamagics if you want to fully max the pet.

    EDIT:

    Looking more closely, it's 15 AP to max the skeleton. We can't really take those points from the Archmage tree because we need to spend 30 to unlock tier 5 PM stuff. So to cannibalize 15 AP from the PM tree to max the pet would look like:

    6 Deathless Vigor III
    6 Improved Quicken III
    2 Final tier of Critical: Negative
    1 Negative Energy Conduit scales back from III to II
    ---
    15 = Maxed skeleton

  18. #18
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    great build! i've used this build to level up my first toon from 1-20. i was hoping you could comment on what gear to go after, and what spells to focus on. i've heard varying advice as to which elemental types to focus on. i'm currently using cold/acid, but i've been told fire is better than cold? any advice on the matter would be much appreciated.

  19. #19

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    Quote Originally Posted by pREDDY View Post
    great build! i've used this build to level up my first toon from 1-20. i was hoping you could comment on what gear to go after, and what spells to focus on. i've heard varying advice as to which elemental types to focus on. i'm currently using cold/acid, but i've been told fire is better than cold? any advice on the matter would be much appreciated.
    The enhancement pass removed elemental type specialization; you now only get universal spell power, so that decision is now only about what gear to equip.

    Regarding gear, I will eventually add a gear section but right now it's in flux until I see how all the new lootgen shakes out. Though I will say that torc is of course still worthwhile to pursue, and with Halloween not too far away I'd recommend farming up some Mabar robes "just in case." They are no longer the greatest thing since sliced bread for a pale master, but they're still pretty darn good.

  20. #20
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    Personally I think going Drow is much better than human. Extra 2DC is better than extra 28HP. While leveling, (until you get really good Necro spells) Its better to go with AM with evocation (chain missile and magic missile). Take insightful Reflex, Maximize and Empower as the first 3 feats. you can take Insightful Reflex while rogue. I personally did not take toughness since I already had barb past life, you can take that later since, at low levels the benefits are not big. Extend spell feat is also a question mark for me. While it is nice, only few spells really need it (Haste and Displacement).

    Over all, I have found Wiz with 2 rogue to be very powerful build. Only downside is spell points, but that is because I am used to playing Sorcs.
    I'm Sleepy Damn it!
    and Hecati
    ... Anslem retired
    ... Myrcuria retired
    ... Erokese retired
    ... Napo retired
    ... Akila

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