Biffington failed wizard school, but still loves to use PK. A build that no one asked for.

Biff Squeeblee

Active member
Background
Biffington Von Squeeblee was a terrible student. In fact, he was SO BAD that he failed wizard school...twice. Thus, he set out to show the headmasters that he did, in fact, know what he was doing. He did not. However, he still loves casting spells and weaving illusions to tell stories. So, to try and show other adventurers that he's competent and not just a street performer he stole his diploma. Thus, he is now a fullish fledged wizard. Kind of. Not really.


Phantasmal Killer is my favorite spell in the game, and I have always loved playing illusionists in various settings and games. So, I decided to try and make use of it as much as I possibly can. This is sort of a modern take on the old tried and true pale trapper of old. In my humble opinion both wizard t5 enhancements and capstones are pretty bad. So, this build dips into rogue. Arcane Trickster offers an incredible amount for only 3 levels.

First let's look at what we lose from 20 wizard: 1 feat from level 20, 1 level 7 prepared spell, 2 level 8 prepared spells, 3 level 9 prepared spells,
level 18 core enhancement, wizard enhancement capstone.
I will admit the palemaster capstone is fine. The extra healing in mid reaper and up to r8 is fine. Losing 3 level 9 preparations is rough but honestly once you start to learn what you need depending on difficulty/group/quest it's not too big of a hit.

Now what we gain from trickster: Trapping, Open lock, Extra Tumble charge, Evasion, Deflect Arrows, Mage Hand: Slap and Poke, Meddle with Reality (this is important), 4 illusion and enchantment dc's (2 over a capstone), Cure Light Wounds, and Mixed Magics which means we don't lose any caster levels.

Meddle with Reality allows us to use Phantasmal Killer on loads of things that would otherwise be immune. This also extends to other spells like Hold Monster, Finger of Death, Trap the Soul, Circle of Death and Wail of the Banshee. It can be kind of finicky though. For example, the Security Turrets in Grand Theft Aureon cannot be hit with PK or FoD even after being meddled but they can be hit with TTS. No idea why only TTS works but ddo will be ddo I suppose. Regardless, this opens up loads of possibilities to expand a wizard's instant killing potential and his ability to CC. Orange named iron defenders in bark and the blade? Slap/poke then hold. Loads of undead in Ravenloft? Now you have TTS, Finger, PK's, and Undeath to Death to deal with them. The new Piercing Negativity feat takes this a step further and allows us to use our suite of negative energy damage spells on loads of things we couldn't before.


The build looks something like this

Class: Wizard 17/Arcane Trickster 3
Race: Deep Gnome
Stats: STR 6, DEX 8, CON 18, INT 20, WIS 10, CHA 10
Skills: Spellcraft, Disable Device, Open Lock, Search, Tumble, Spot, past that take whatever you want.

If you are going a race other than deep gnome, then I suggest starting with your first level in trickster for the extra skill points.

Feats (in no particular order)
Maximize
Empower
Quicken
Heighten
Enlarge
Piercing Negativity
Insightful Reflexes
Spell Focus: Enchantment
Greater Spell Focus: Enchantment
Last 2 feats are flex slots. Recommendations include: Wizard past life, Spell focus, Spell Pen/Greater Spell Pen, Mental Toughness/Greater Mental Toughness, any hp feats.

Take whatever Spell Focus/Greater Spell Focus you want just make sure you pick up the 2 of Necromancy/Illusion/Enchantment you didn't take as spell focus, as spell specialties.

Epic Feats
21. Epic Piercing Negativity
22. Epic Spell Power Negative
24. Embolden
25. Channel Power
27. Epic Spell Focus
28. Crush Weakness
30. Arcane Insight (Epic Spell Pen if you took Spell Pen feats, Epic Mental Toughness if you took Mental Toughness Feats, Burst of Glacial Wrath)
31. Spell Specialty: Illusion
33. Intensify
34. Spell Specialty: Necromancy
36. Legendary Spell Focus

Legendary Feat
Scion of the Shadowfell

Enhancements, Destinies, and Stats (only guild buffs no pots, in reaper)

Couple of notes on enhancements
1. Unholy Avatar is nice to just hit Rend the Soul and save a global cooldown on Piercing Negativity.
2. I go t5 Archmage for more illusion dc's.
3. Arcane Supremacy while usually wasted is nice on the occasion when it's active for a doom reaper. It's also quite valuable during raid or when burning down a quest boss with time stop. If you don't like it or feel like its wasted, then I'd move the points over to the extra necro dc connected to the illusion dc.
4. Necrotic Blast itself is decent, but the 9-point cost is too steep in my opinion.
5. I take the 3 points in Corpsecrafter for 1 extra con to round out my con to an even number. This gives more hp than Deathless Vigor and is cheaper too.
6. Core 3 and 4 in Palemaster is necro and enchant dc's.
7. Energy of the Scholar in Archmage is only taken because I wanted to hit 7k spellpoints outside of reaper. Optimally you can move it to Traditionalist Caster for 10 more spellpower.

If you're lacking racial points or universal points then drop racials and feydark.

If you're lacking Destiny Points the most important things are t5 magus, Draconic Mantle with Inevitable, and finally Shard Storm with its upgrade. Dc's taken are Necromancy in Draconic, Illusion in Magus, Enchantment in Primal.


Now for Gear (subject to change)

Helm: Legendary Lamordian Bowler (15 int, 7 insightful int, 3 quality int, insightful physical sheltering 18, Green slot: Sapphire of Resistance 11, Colorless slot: Epic Litany of the Dead, Sun augment: Legendary Spell Critical Damage)

Neck: Legendary Cracked Symbol of Lolth (Necromancy Focus 13, Void Intensity 24%, Void Lore 24%, Legendary Virulent Poison Guard, Green slot: Topaz of Wizardry, Colorless slot: Esoterica, Moon augment: Negative Hamp

Goggles: Legendary Jellysight (Illusion Focus 13, Acid Intensity 24%, Acid Lore 24%, Eversight, Sticky Goo Guard, Green slot: Sapphire of Defense 36, Colorless slot: Ravil's Book of Legendary Recipies, Sun augment: Spellpower)

Trinket: Legendary Heartshard (Legendary Conditioning 15%, Con 15, quality Con 3, Green slot: Diamond of Heal 20, Colorless slot: Esoterica, Sun augment: Spell Critical Chance)

Armor: Legendary Lamordian Vest (Enhanced Ghostly, Fortification 159%, 5% Exceptional Spell Critical Chance, 15 Exceptional Spellpower, Green slot: Essence of Pomura's Momento, Colorless slot: Esoterica, Sun augment: Int)

Cloak: Legendary Gravekeeper's Elegant Cloak (Insightful Potency 55, Insightful Magical Sheltering 18, Fire Crit Damage 23%, Insightful Acid Crit Damage 12%, Green slot: Sapphire of Negative Hamp 63, Colorless slot: Diamond of Spellcraft 20, Sun augment: Arcane Endurance)

Bracers: The Wicked Spines (Wisdom 15, Insightful Negative Crit Damage 12%, Quality Negative Crit Damage 6%, Quality Spell DC's 2, Green slot: Sapphire of False Life 60, Blue slot: Sapphire of Dodge 14%, Moon augment: Int)

Belt: Orcus' Reign (Insightful Negative Lore 15%, Insightful Necromancy Focus 9, Quality Necromancy Focus 4, Green slot: Facet of Condensed Power, Yellow slot: Crystalized Drop of Tea, Blue slot: Globe of True Imperial Blood, Moon augment: PRR)

Gloves: Legendary Darstil's Gloves (Insightful Spell Focus 4, Quality Potency 26, Spell Lore 13%, Spell Penetration 9, Green slot: How to Cast Faster, Colorless slot: Festive Con 2, Moon augment: Spell DC's)

Boots: Legendary Greaves of Seasons' Warding (Fire/Cold/Electricity/Acid Absorption 37%, Green slot: Diamond of Disable Device 20, Colorless slot: Insightful Con 5, Moon augment: Spellpower)

Ring 1: Legendary Ruler of Ruin (Enchantment Focus 13, Kinetic Intensity 24%, Kinetic Lore 24%, Force Absorption 17%, Green slot: Diamond of Open Lock 20, Colorless slot: Festive Int 2)

Ring 2: Legendary Argonnessen Eye Band (Spell Focus Mastery 8, Insightful Wizardry 155, Insightful Spell Penetration 5, Sacred Spell Focus Mastery 3, Green slot: Sapphire of Good Luck 3, Colorless slot: Globe of Cursed Blood)

Weapon: Legendary Calamitous Quarterstaff (Potency 111, Insightful Negative Spellpower 79, Exceptional Int 2, Legendary Ash, Orange slot: Meridian Fragment, Purple slot: Ruby of Nullification 153)

Filigrees: 2x Beholder/Grave (Rare), 2x Zarigan/Voltaic (Rare), 2x Lunar/Serpent (Rare), 2x Otto Int (Rare), 2x Beholder Int (Rare), Otto Spellpower (Rare), Otto Con (Rare), Lunar Int (Rare), Lunar Spellpower (Rare), Lunar Force Spellpower (Rare)

Total: 4x Beholder, 5x Lunar, 4x Otto, 2x Grave, 2x Zarigan, 2x Serpent, 2x Voltaic



Spell DC's
Necromancy: 151
Illusion: 151 (PK: 154)
Enchantment: 143
Conjuration: 130
Evocation: 129
Transmutation: 129
Abjuration (Dismissal/Banishment): 149

Increase by 2 with remnant and yugo pots, when popping clickies (Arcane Insight, Reaper Boost, Channel Power) add another +13.

If you have any questions feel free to ask!
 
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ChickenMobile

Well-known member
Biffington Von Squeebleeeeee, you are behind on your studies again!
If I catch you playing around with that silly mage hand again, you won't pass my class in advanced Transmutation.
...
Ahem, wow where was I?
Ah yes. Flesh to Stone's component is a cockatrice feather, a spell that can turn even the most ferocious monster into a harmless statue. As you know, cockatrices... (boooring, if only you could turn your lecturer into a statue).


Love characters with a backstory. Didn't think about the mage hand changing their type for other IKs. So this is a nice build ;)
 

vik

Well-known member
This is an interesting idea that I had never thought to try. I don't know much about ATr, but I'm curious about your orange iron defender scenario: the wiki says Meddle with Reality only changes the racial type for 3 seconds. It looks like Poke has an initial blind for 12 seconds then a recurring blind every 4 seconds: does Meddle with Reality apply on each blind? Or is it just that Hold Monster only checks the racial type on initial application so you don't have to worry about Meddle with Reality and Hold Monster ticks synchronizing?
 

Biff Squeeblee

Active member
This is an interesting idea that I had never thought to try. I don't know much about ATr, but I'm curious about your orange iron defender scenario: the wiki says Meddle with Reality only changes the racial type for 3 seconds. It looks like Poke has an initial blind for 12 seconds then a recurring blind every 4 seconds: does Meddle with Reality apply on each blind? Or is it just that Hold Monster only checks the racial type on initial application so you don't have to worry about Meddle with Reality and Hold Monster ticks synchronizing?
In that scenario it seems it either doesn't check past the initial application of the spell, or the debuff is actually lasting longer than what it lists. Either way, yes, the hold monster will last its full duration or until the iron defender makes it's save. The entire meddle with reality thing is also extremely wonky when it comes to certain monsters. As an example, iron golems will retain their spell resistance so you still can't hit them with spells that check for spell resistance because it's so obscenely high. Same goes for wisps, but only certain wisps. The wisps in bark and the blade have no spell resistance but the ones in Ravenloft do. It's kind of an interesting time messing around and seeing what sticks to what but regardless once you get the hang of what works and what doesn't it's really fun to exploit the new strategies.
 

Synalon

Choose another soldier
This is a good build. The wizard spell progression is able to handle a multiclass splash and you seem to get a lot from ATr. Also 7k sp is impressive on a wizard.

I think some of the DC boost feats are probably unnecessary. I used to take Arcane Insight, but after regearing before Demogorgon and the spell DC changes, my DCs are in low 140s to high 130s, and I dropped it. Just the reaper boost seems enough even for r10 Demo. If you have 150+ in some schools, they are surely overkill. It might be worth fitting a couple DPS or survivability feats. Though to be fair, the destiny feats are somewhat slim pickings at level 25, so I can see why you take Channel Power. I ended up taking Epic Spell Power: Force.

How are your DPS and defensive stats? Also just out of interest, what level 9 spells do you usually take? You mentioned Rend the Soul, so you're either missing out on wail or mass hold. Which would be a shame with those DCs!

Either way, great build and thanks for sharing. It's nice to see people doing cool stuff with wizard.
 

Biff Squeeblee

Active member
This is a good build. The wizard spell progression is able to handle a multiclass splash and you seem to get a lot from ATr. Also 7k sp is impressive on a wizard.

I think some of the DC boost feats are probably unnecessary. I used to take Arcane Insight, but after regearing before Demogorgon and the spell DC changes, my DCs are in low 140s to high 130s, and I dropped it. Just the reaper boost seems enough even for r10 Demo. If you have 150+ in some schools, they are surely overkill. It might be worth fitting a couple DPS or survivability feats. Though to be fair, the destiny feats are somewhat slim pickings at level 25, so I can see why you take Channel Power. I ended up taking Epic Spell Power: Force.

How are your DPS and defensive stats? Also just out of interest, what level 9 spells do you usually take? You mentioned Rend the Soul, so you're either missing out on wail or mass hold. Which would be a shame with those DCs!

Either way, great build and thanks for sharing. It's nice to see people doing cool stuff with wizard.
MRR is at 100 because of light armor.

Having 1k-1.1k in all spellpowers allows you to pick and choose whatever damage spells you want. The shown stats are using Energy Criticals, but I usually run with Arcane Alacrity outside of bosses. I usually play r8 solo but you could probably manage r10 on the build I just don't find doing bosses enjoyable on r10 solo.

As for spells I usually run Rend the Soul and Mass Hold Monster. If I'm going into a raid then I might swap in a damage spell. With Arcane Alacrity and the cooldown reduction from draconic mantle I can use FoD, TTS, and 3 PKs and by the time I'm done using those 5 then FoD and 2 of the PK's are either ready again or almost ready so you can get 6-8 instant kills in with just those. Throw in Circle of Death for another 4 and Mass Hold Monster for some CC and I find I don't really need Wail.
 

Biff Squeeblee

Active member
...any consideration of Shadowdancer? mass pk could be fun on this toon.
You absolutely could if you wanted to. It would work much better in groups as a lot of the damage for bosses and death immunes comes from magus t5, specifically the upgrade to Gloomspear and Moon's Shadow.

Magus offers a boat load of spell penetration (very helpful in the newest content) and Gloomspear offers a CC effect that works on things like Mark of Law champions. Draconic gives a lot of spell power and offers the best mantle in my opinion. Thus, I would probably drop Primal Avatar if you wanted to go t5 Shadowdancer.
 
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Synalon

Choose another soldier
Shadowdancer for a DC Wiz is a "win-more" option. Weird is fun, but it only makes you better at things you're already good at.

Basic Wiz has FoD, PK, Trap the Soul, CoD and Wail. Maybe also Power Word: Kill. The build in this thread has three PKs.

We're already good at instakilling. Shadowdancer doesn't help in the areas Wizards struggle, namely dps against deathblocked champs and orange- and red-nameds.

Everything that can be instakilled should be dead anyway. If you're taking Weird, you miss out on two nukes from Magus, plus Time Stop. This reduces your dps, your raid utility, and your cc against certain dangerous enemies. I prefer to bolster these areas than to get even more instakills that we don't really need.

Really, the best thing from Shadowdancer is Evasion. But I don't like going T5.

So, it's fun, and worth taking for that reason if you like, but other options result in a stronger character overall.
 

EinarMal

Well-known member
Nice build, I like it, I think it is worth considering, which is hard to do for multiclassing a DC caster, so kudos for that! I am not sure it is strictly better than pure Wizard, but it's an interesting alternative for 2 mobs every 20s that you can instant kill that you otherwise couldn't.

I am posting this gear set as I have been thinking about Wizard builds; not sure it is better, it would be higher DPS for red names, slightly less DC for necro/illusion/enchantment. At least some alternative ideas for different slots.

Lends itself more for Fatesinger over Primal for 3rd destiny tree.

Head Dino (20/10/5 Negative,+286 Wizardry, Deacon)
Eye Legendary Glasses of the Studious Mage (Ins. Potency, Diversion +23, ME 10%, 6% Critical)
Armor Dino (Voidscale, Voidfang, +5 Sonic, Resistance, Deacon)
Wrist Thayan Pactmage's Bangle (Impulse, Force Lore, Ins. Int +7, Profane Int +4)
Ring1 Legendary Argonnessen Eye Band (SF Mastery +8, Ins. Spell Pen +5, Ins. Wiz +155, Sacred SF +3)
Ring2 Legendary Band of Mental Magic (Ench/Illusion/Necro Focus +12, Ins. Wizardy +151)
Boots Legendary Greaves of Seasons' Warding (Elemental Absorb +37, Profane SF)
Gloves Legendary Darstil's Gloves (Ins. Spell Focus, Qual Potency, Lore, Spell Pen, Profane SP)
Cloak Dino (20/10/5 Force, Ghostly, Deacon)
Belt Orcus' Reign (Ins. Void Lore, Qual False Life, Ins. Necro Focus +7, Qual Necro Focus +4, Profane PRR)
Trinket Legendary Minotaur Calling Horn (Sonic Int. +24, Sonic Lore +24, Sounding, SF Conjuration +13, Art. Int +4)
Necklace Legendary Beads of Winter (Evoc Focus +12, Ins. Spellsight +11, Int +15, Qual Int +3, Profane Con +4)
Weapon The Slayer of the Living (Potency, Revel, <Blank>, Insightful Negative, Exc. Int +2, Exc. SF +2)
Weapon Wither (Venom, Void Lore, Qual. SF +2, Ash)
 
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