With the enhancement pass pale master got a huge buff. After running some of the new quests on EE and also u16 and u15 chains i almost felt like pre-motu! Pale masters are once again the best arcane caster avaliable, and also in a party of 6 it is usually the most effective character in the group: the one who kills more (unless someone is blitzing, but he will have a hard time competing with you), who does more crowd control, and can buff.
So, i decided to post a build for those who want to play a dc pased pm, feel free to give feedback to help me improving it.
20 WIZARD DROW/8 EPIC
Stats (TR2 drow): I am not sure about the best gear stup because it seems its random loot what is the good now, so it is hard to do breakdowns.
STR 8 + 3 tome + 2 ship + 6 item + 1 exceptional + 1 profane + 2 rage= 23
CON 16 + 4 tome + 2 ship + 8 item + 2 insightful + 1 exceptional + 1 profane + 4 lich + 2 yugo + 2 rage = 42
INT 20 + 7 lv up + 5 tome + 2 ship + 11 item + 3 insightful + 1 exceptional + 1 profane + 4 lich + 2 yugo + 6 enhancement + 2 capstone + 1 feat + 6 magister + 1 twist = 72
WIS 8 + 3 tome + 2 ship + 2 lich + 1 exceptional + 1 profane + 6 item = 23
CHA 10 + 3 tome + 2 ship + 2 lich + 1 exceptional + 1 profane + 8 item = 27
NECRO DC 10 + 9 spell + 1 past life + 3 feat + 3 magister + 7 item + 1 lich + 2 enhancement + 31 int = 67
ENCHANTMENT DC 10 + 9 spell + 1 past life + 2 feat + 7 item + 31 int + 1 ship buff = 61
EVOCATION/CONJURATION DC (optional, i still dont know how to fit the items there) 10 + 9 spell + 4 past life + 7 item +31 int = 60 + 1 feat + 2 draconic twist = 64
Epic = Int, Epic Necro focus, Ruin
Wizard = Quicken, Heighten, Maximize, Extend, Enchantment Focus
Heroic = Necro Focus, Improved Necro Focus, Mental Toughness, Insightful Reflexes, Greater Enchtantment Focus, Evocation/Conjuration Focus, Arcane Initiate
ED = Toughness, Negative sp +20
Skills = Max UMD, Spellcraft, Concentration, Heal, Balance, wathever flavor
Main ED = Magister; I know people say it sucks, but for dc casting it would be magister or draconic. Point of magister is -10% spell cost and draconic would be energy vortex. I prefer to have -10%. Twists Int, +2 evocantion/conuration and energy burst (i like acid version).
Full int line (12ap) + unearthy reactions 3/3 (3 ap), arcane adept (2 ap), necromancy specialist 3/3 (3 ap), rest wathever
Enhancements = Arcane bolt x1, Cloak of Night x1, Core abilities of archmage up to enervation SLA (level 4), Core abilities of pale master up to capstone, Bone Armor x3, Deathless Vigor x3, Drow int x2, Efficient Maximize x3, Energy of the scholar x3, Improved Heighten x2, Improved Quickening x3, Improved Shrouding, Intelligence x4, Necromantic Focus, Negative Energy Conduit up to 10%, Primary Spell Focus: Necromancy, Spell Critical Elemental and Force I, Spell Critical Negative IV, Spell Penetration x1, Spell Resistance x2
Havent played the game in last weeks a lot (busy in rl atm ¬¬) and the little time i have to play have to work in a TR project (stupid monk life for my mlee, never liked to play monks) but I will post the gear I am currently thinking about:
Hand 1 - Acid +136 Enchant focus V
Hand 2 - Nether orb Necro V + slotted force
Robe - Shadow robe lv 24 (hope they make it lv 27 this halloween)
Helm - Blue Helm int 3 sloted 2 luck + globe
Bracers - Sun soul bracers
Cloak - Tablecloth
EE ring of the djin (no 15 dr does not sucks even more if you heal from an aura and the absorption is nice)
This is with stuff already in wiki. I have to put somewhere 11 int, 8-11 con, heavy fort, spell points, spellcraft, heal, resistance and conjuration or evocation focus. Would like to have some dodge items, ghostly and gs.