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Wiz / Rogue Help (Read 2511 times)
Inkblack
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Wiz / Rogue Help
Oct 22
nd
, 2010 at 4:52pm
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I'm about to start my next step in my completionist project, and wanted some advice on an 18/2 wizard/rogue. So, here's what I'm thinking:
Past lives: Rogue, Fighter
Warforged
S - 10
D - 10
C - 18
I - 18 (+ level ups)
W - 10
Ch - 6
Rogue at levels 1 and 11.
Feats:
1 - Toughness
2*- Extend Spell
3 - Mental Toughness
6 - Empower Spell
6*- Imp. Mental Toughness
9 - Spell Penetration
12 - Insightful Reflexes
12*- Maximize Spell
15 - Gtr Spell Pen
17*- Quicken Spell
18 - Heighten Spell
* - wizard bonus
Enhancements:
no clue
Skills:
Concentration
Search
Disable Device
Open Lock
Spot once I get a high enough intelligence to get extra skill points.
Any suggestions, corrections, or advice? I haven't built a wizard in just about forever. This will not be an end-game character, since he'll probably run a few raids at 20 and then be TR'ed again.
Ink
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woody
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Re: Wiz / Rogue Help
Reply #1 -
Oct 22
nd
, 2010 at 5:05pm
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If it was me I'd take 2 rouge earlier and insgihtfull reflexes earlier. Evasion on a non evasion, low hp toon is just too handy to put off for 10 levels. Maybe take insightfull at the point you have mental toughness. When I put together my Wizzy/roge it was vet and just started as 2/2 with no problems. Prolly would nto also be a bad idea to look at what pre's if any for wiz you want to pick up and what feats you may need to spend for those. Imp mental toughness may go out the windwo to make room for pre.
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Last Edit: Oct 22
nd
, 2010 at 5:07pm by woody
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Alekx
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Re: Wiz / Rogue Help
Reply #2 -
Oct 22
nd
, 2010 at 5:09pm
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woody wrote
on Oct 22
nd
, 2010 at 5:05pm:
If it was me I'd take 2 rouge earlier and insgihtfull reflexes earlier. Evasion on a non evasion, low hp toon is just too handy to put off for 10 levels. Maybe take insightfull at the point you have mental toughness. When I put together my Wizzy/roge it was vet and just started as 2/2 with no problems. Prolly would nto also be a bad idea to look at what pre's if any for wiz you want to pick up and what feats you may need to spend for those. Imp mental toughness may go out the windwo to make room for pre.
I like it. He clearly states this is a transitional character, and will probably blitz through the low / mid lvl content. Agreed on getting rid of mental toughness.
~ Pure Life ~ Argonnessen ~
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popejubal
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Re: Wiz / Rogue Help
Reply #3 -
Oct 22
nd
, 2010 at 5:27pm
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If you're just passing through on your way to something else in another life, then you might want to consider Pale Master just for the extra Necro fun while leveling.
Also, I took my second Rogue level at 9, right after I got Wall of Fire. Since Wall of Fire is all I needed for most content, getting it early was important, but getting evasion also made life a lot easier.
fnord
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scraap
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Re: Wiz / Rogue Help
Reply #4 -
Oct 22
nd
, 2010 at 6:38pm
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I'd dump the dex, and wiz for strength. Planner says that gets as high as 16/8/18/18/6/6.
Slap on good aligned for <insert elemental of pure good here> and that'll speed up lower levels considerably in terms of just whipping out the beat-stick and saving the guns for the stuff that matters.
Same token, might want to consider grabbing heighten earlier for the crowd control. Say, by level 13. Probably use that slot you've got reserved for Imp. Mental Toughness.
9 for the evasion seems to make the most sense generally, since that's just past the second tick of int boost for an even modifier and more skill points.
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Inkblack
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Re: Wiz / Rogue Help
Reply #5 -
Oct 23
rd
, 2010 at 1:58pm
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I think the 2nd rogue level was late to make up for the lack of skill points in the first few levels of wizard, at least until I get to use some tomes. I'll double check the skill point count.
I have to admit being pretty ignorant on the PrEs. I definitely prefer a CC style of caster, plus the usual spells you can't live without (Firewall). I play in a pretty melee oriented guild.
The strength idea is a good one -- I don't think level 1 will be fun on a rogue with no strength.
I guess mental toughness and the improved version are the feats to lose.
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Strakeln
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Re: Wiz / Rogue Help
Reply #6 -
Oct 23
rd
, 2010 at 5:04pm
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Awesome avatar
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Tyrsis
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Re: Wiz / Rogue Help
Reply #7 -
Oct 24
th
, 2010 at 9:41am
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I'll agree with several of the above posters. However, if you want to be CC capable(3 point otto's dances are pretty sexy for a solo'r) you'll need at least MT for the archmage PRE. Improved is not necessary though, I'd use the archmage line itself to boost SP and take at will hypnos and otto's dances. Skills are the usual rogue stuff plus concentration.
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page
ink
Level 20 Lawful Good Warforged Male
(2 Rogue / 18 Wizard)
Hit Points: 266
Spell Points: 1468
BAB: 10/10/15/20
Fortitude: 12
Reflex: 18
Will: 10
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 18
Dexterity 8 10
Constitution 18 22
Intelligence 18 29
Wisdom 6 8
Charisma 6 8
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Level 1 (Rogue)
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Rogue
Feat: (Selected) Toughness
Level 2 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Enchantment
Level 3 (Wizard)
Feat: (Selected) Insightful Reflexes
Level 4 (Wizard)
Level 5 (Wizard)
Level 6 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Mental Toughness
Level 7 (Wizard)
Level 8 (Wizard)
Level 9 (Rogue)
Feat: (Selected) Maximize Spell
Level 10 (Wizard)
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment
Feat: (Wizard Bonus) Heighten Spell
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Spell Penetration
Level 16 (Wizard)
Level 17 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration
Level 19 (Wizard)
Level 20 (Wizard)
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Inkblack
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Re: Wiz / Rogue Help
Reply #8 -
Oct 25
th
, 2010 at 11:59am
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I ran through the scenario with taking rogue at 9, and the skill points don't work out as well.
Basically I'd finish 5 short of max spot if I take the second rogue at 9, but if I wait to 12 I'd only be 2 short of max spot.
If I score a +3 intelligence tome, I'd have full ranks in Concentration, DD, OL, Search, and Spot at 20. But then I'd be TR'ing again anyway.
Screw it, I think rogue at 9 works. My main's a rogue, I know where the traps are already.
Ink
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Inkblack
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Re: Wiz / Rogue Help
Reply #9 -
Nov 16
th
, 2010 at 4:26pm
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Update:
I'm about to take level 7, and so far it's working out pretty good. This is much better than the last one of these I tried, which got deleted before hitting level 2. I think the key is the high strength. I'm doing much more melee than casting, which I guess is typical for a low level arcane. I'm spending a lot of times fighting around my own webs. Hypnotism still rocks for a low level CC.
I'm just starting to make archmage available, so this is where the experiment can go sideways.
18 Wizard, 2 Rogue
True Neutral, Warforged.
Str - 16
Dex - 8
Con - 18
Int - 18 + 5 (levels)
Wis - 6
Cha - 6
Tomes:
+1 Con and Int at level 3
+2 Con and Int at level 7
Levels:
Rogue at 1 and 9.
Feats:
1: (Selected) Toughness
2: (Wizard Bonus) Spell Focus: Enchantment
3: (Selected) Extend Spell
6: (Selected) Spell Focus: Conjuration
6: (Wizard Bonus) Mental Toughness
9: (Selected) Insightful Reflexes
12: (Selected) Spell Focus: Transmutation
12: (Wizard Bonus) Greater Spell Focus: Enchantment
15: (Selected) Spell Penetration
17: (Wizard Bonus) Heighten Spell
18: (Selected) Greater Spell Penetration
Enhancements:
Racial Toughness II
Improved Concentration IV
Wizard Lineage of Elements II
Wizard Lineage of Force II
Wizard Elemental Manipulation III
Wizard Force Manipulation III
Wizard Energy of the Scholar IV
Wizard Intelligence III
Wizard Wand and Scroll Mastery II
Warforged Constitution II
Warforged Healer's Friend I
Warforged Inscribed Armor I
Wizard Archmage V
Archmage Spell Mastery I: Conjuration
Archmage Spell Mastery I: Enchantment
Archmage Spell Mastery II: Enchantment
Conjuration I - Grease
Conjuration II - Web
Enchantment I - Hypnotism
Enchantment II - Otto's Resistible Dance
Transmutation I - Jump
Transmutation II - Knock
Transmutation III - Haste
Transmutation IV - Stone To Flesh
Transmutation V - Flesh to Stone
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Inkblack
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Re: Wiz / Rogue Help
Reply #10 -
Dec 16
th
, 2010 at 3:32pm
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Bastards.
Apparently I can only have two school specialties?
I went with Transmutation (for Haste, Flesh to Stone) and Enchantment (Hypno, Dance). I miss those cheap webs! Picked up Maximize with my extra feat.
Currently level 12. Starting to run into things that can make saves, and SR sucks. Maybe that is just the drow though, I'll have to pay more attention. Missing the extra 2 levels for spell pen a little bit, I can only imagine that will get worse. Evasion and trap capability has been nice since I typically play in 2-4 man groups.
Still having fun with it.
Ink
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Last Edit: Dec 16
th
, 2010 at 3:35pm by Inkblack
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scraap
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Re: Wiz / Rogue Help
Reply #11 -
Dec 16
th
, 2010 at 4:11pm
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hrm... Not entirely sure where you'd fit it in, but just on the off chance you're like a buddy of mine I had to turn to point at the monitor, I'd point out that come 14 you start getting spell pen enhancements, and no, that don't require the feat.
As far as the saves bit, yeah, mostly drow as far as things to worry about. That's one case where you'll like mass suggestion (and with your dcs, if it penetrates, it works, I'll bet). "Oh, half saved? So no need to worry about only targeting the left half to turn them on each other."
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Re: Wiz / Rogue Help
Reply #12 -
Jun 29
th
, 2017 at 4:58pm
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