The basic concept is a Pure 20 WIZ running a Shiradi/DC cross. It doesn't go balls out on DC's. And it doesn't go balls out on Shiradi. Thus the name: 50/50. It is quite a powerful toon, and I've been having a lot of fun with it. As a bonus, if you want to, you can always reset Enhancements and your Epic Destiny to be a full-on DC caster. Here's the build:
20 Sun Elf Wizard Past Lives: 3x WIZ, 3X FvS, 3X CLR, 1X BRD Destiny: Shiradi Champion Twists: Energy Burst, Necromancy Specialist, Unearthly Reactions
SP: ~2800 HP: ~720 Reflex Save: ~72 Balance: ~68 Mischance: ~68% PRR: ~40 FORT: 195% (After the Yugo loss.)
DC Calculations:
Necro: 63 Enchant: 63 Conjuration: 60 Evocation: 58 Illusion: 57
This is what your DC's look like when wielding two Thunderforged 1H'ers. I don't opt for the 2H'er.
Feats: Insightful Reflexes, Maximize, Past Life: Wizard, Spell Focus: Necro, Past Life: Bard, Greater Spell Focus: Necro, Spell Focus: Enchant, Greater Spell Focus: Enchant, Empower Spell, Heighten Spell, Extend, Quicken Spell, Greater INT, Greater INT, Greater INT, Epic Spellpower: Negative
This leaves you with one free Epic Destiny Feat. I also take Spell Penetration while leveling and swap it out for Extend once finished with Drow content.
Skills: UMD, Spellcraft, Heal, Search, Move Silently, Balance, Hide, Diplomacy
Obviously, do whatever you want with the remainder of your skill points.
Enhancements:
Sun Elf (16 AP): 4 Cores, Enchantment Lore x3, Fey Energy Tap x3, Spell Penetration x2
Archmage (41 AP): All Cores Evocation, All Spell Crit, INT x2, Improved Maximizing x3, Improved Heightening x2, Primary Spell Focus: Evocation, Primary Spell Focus: Evocation, Secondary Spell Focus: Enchantment, Arcane Supremacy
Pale Master (23 AP): 4 Cores for Wraith Form, Deathless Vigor x3, INT x2, Skeletal Knight x1, Negative Energy Conduit x3, Spell Critical Negative x2
This setup provides you with the following SLAs: Magic Missile (2SP), Gust of Wind (3 SP), Chain Missiles (10 SP), Fire Shield (6 SP, 3m30s Extended), Cyclonic Blast (15 SP)
Spell Loadout:
1: Magic Missile, Protection from Evil, Hypnotism, Nightshield, Jump 2: Invis, Web, Lesser Death Aura, Knock, Resist Energy 3: Displacement, Haste, Rage, Sleet Storm, Chain Missiles 4: Negative Energy Burst, DD, Death Aura, Solid Fog, Force Missiles 5: Protection from Elements, Niac's, Eladar's, Teleport, Mind Fog 6: Disintegrate, Mass Suggestion, Circle of Death, Undeath to Death, FtS 7: Mass Prot, Finger, Dancing Ball, Prismatic Spray, Delayed Blast Fireball 8: Symbol of Death, Sunburst, Greater Shout, Otto's Irresistible, PWS 9: Energy Drain, PWK, Meteor Swarm, Wail, Mass Hold Monster
Gear:
Helm: EE Blue Dragon Helm (Green: +2 Good Luck , Yellow: +2 CONJ) Necklace: Greensteel +10 HP, +150 SP, Balance of Land and Sky [Swap: Sage's Locket] Trinket: Litany (Alchemical Resistance Ritual) Cloak: Deathwyrm Cloak (Green: ???) [Swap: Sage's Mantle, Colored Prismatics, EE Mantle of Dragonfiend, Epic Phiarlan Mirror Cloak, EE Jeweled Cloak] Belt: Health +8 of Dodge 8% (Yellow: ???) Ring: Guardian's Ring (Yellow: +2 Enchantment) [Swap: Ring of Shadows] Gloves: EE Master Illusionist (Yellow: +2 Necro) Boots: EE Spiked Boots (Yellow: +8 STR, Green: +15 Diplomacy ) [Swap: Orcish Privateers (Colorless: +8 STR), Propulsion, Sages Shoes] Ring: Charismatic +9 of Resistance +10 Bracers: Bracers of the Sun Soul Armor: Shadowscale Shadowcaster Robe (Blue: +40 False Life, Green: 250 SP) Goggles: Cannoneer's Goggles (Green: Globe of True Imperial Blood) Quiver: Quiver of Alacrity
First Thunderforged 1H: Base: (Orange: 138 Fire) Tier 1: +150 Nullification Tier 2: +6 Equipment Bonus to Necro DC's Tier 3: 22% Negative Crit Chance, (Colorless: +15 Heal)
Second Thunderforged 1H: Base: (Orange: Meridian Fragment) Tier I: +100 Universal Spell Power Tier II: +6 Equipment Bonus to Enchant DC's Tier III: +17% Universal Crit Chance, (Colorless: +15 Spellcraft)
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