Kali's Wizard Pale Master Insta-kill + CC Caster build

Viperswhip

Active member
Nope, just tried it in game, with only two items on in Devil assault, my bracers with crystalized tea and my club with meridian frangment. I watched all the spell powers go up by 24 and the universal spell power go up by 24.
 
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Kalibano

Build Designer. Having fun since 2006!
DDObuilder file (v2) updated to include Legendary Alchemical crafting (added to the builder in a recent patch) in the orb.
The values for the bonuses on each tier are not currently displaying, but I have reported this to Maetrim.

Since support/updates for v1 have been discontinued, I will no longer update/share that version of the file for any of my builds.

Enjoy! :)
 
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Kalibano

Build Designer. Having fun since 2006!
I'm currently in the middle of a Lesser TR to change some feats. The plan is to acquire:

Spell Focus: Illusion + Greater Spell Focus: Illusion + Epic Spell Focus: Illusion
then
Spell Focus: Necromancy + Greater Spell Focus: Necromancy + Epic Spell Focus: Necromancy

My understanding is that this will allow me to take Spell Speciality: Illusion (based on taking 3x SF: Necro), and that the +3 to Illusion WILL stack with the other 3 SF: Illusion feats, bringing the gain to +6 to Illusion.

In future, there would be the potential to pick up Spell Speciality: Necromancy (based on taking 3x SF: Illusion), bringing the gain to +6 to Necro.

It would be fantastic if a Dev could confirm this is WAI, as there seems to be a perception that they are not meant to stack (or at least were not at the point of the feat creation). Perhaps this has changed since it's design conception and is WAI?
 
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SteelStar

Senior Systems Designer
I'm currently in the middle of a Lesser TR to change some feats. The plan is to acquire:

Spell Focus: Illusion + Greater Spell Focus: Illusion + Epic Spell Focus: Illusion
then
Spell Focus: Necromancy + Greater Spell Focus: Necromancy + Epic Spell Focus: Necromancy

My understanding is that this will allow me to take Spell Speciality: Illusion (based on taking 3x SF: Necro), and that the +3 to Illusion WILL stack with the other 3 SF: Illusion feats, bringing the gain to +6 to Illusion.

In future, there would be the potential to pick up Spell Speciality: Necromancy (based on taking 3x SF: Illusion).

It would be fantastic if a Dev could confirm this is WAI, as there seems to be a perception that they are not meant to stack. Perhaps this has changed since it's design conception and is WAI?
That's currently intended, yes. When we discussed this internally around the development of those feats, we decided that if you've invested six total feats across two different DC types, we don't mind letting you get a fourth in one (eventually both) of them; you've already invested in building wider.
 

h46av8r

Well-known member
I am not a DC caster but... Last line in the ddowiki article on spell specialty states
  • Also, you cannot have the basic Spell Focus feat for the spell school.
Is that wrong? Because it sounds like @Kalibano would be prevented from taking Spell Specialty: Illusion if they've taken the illusion focus feats.
 

Kalibano

Build Designer. Having fun since 2006!
Thank you
Just updated the link: thanks for pointing this out.
The Builder file still won't have the changes I alluded to. I'm in the middle of that LR, and had to pause for a scooter ride and ice cream with my children. As soon as I finish the LR in game and verify all is working, I'll update the builder file to include the new feats.
 

Kalibano

Build Designer. Having fun since 2006!
That's currently intended, yes. When we discussed this internally around the development of those feats, we decided that if you've invested six total feats across two different DC types, we don't mind letting you get a fourth in one (eventually both) of them; you've already invested in building wider.
Thanks for confirming this Steelstar (y) . It's great to have Dev input on topics that are not particularly clear (for whichever reasons), so that people can plan things without having to worry about inadvertedly using a potential exploit, or having to incur an expense to re-spec their builds in light of a fix.

Personally happy that this is WAI: more DCs for my Wizard, who can afford all these feats!
 
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Kalibano

Build Designer. Having fun since 2006!
I'm currently in the middle of a Lesser TR to change some feats. The plan is to acquire:

Spell Focus: Illusion + Greater Spell Focus: Illusion + Epic Spell Focus: Illusion
then
Spell Focus: Necromancy + Greater Spell Focus: Necromancy + Epic Spell Focus: Necromancy

My understanding is that this will allow me to take Spell Speciality: Illusion (based on taking 3x SF: Necro), and that the +3 to Illusion WILL stack with the other 3 SF: Illusion feats, bringing the gain to +6 to Illusion.

In future, there would be the potential to pick up Spell Speciality: Necromancy (based on taking 3x SF: Illusion).

It would be fantastic if a Dev could confirm this is WAI, as there seems to be a perception that they are not meant to stack (or at least were not at the point of the feat creation). Perhaps this has changed since it's design conception and is WAI?
All confirmed in game: picked up the 6 feats as above, and the Spell Specs are available to select for both schools.
Pale-Master-confirmed-SPell-Spec-feats-1.jpg


Spell Spec: Illusion selected and showing in feat list.
Pale-Master-confirmed-SPell-Spec-feats-2.jpg


Later when I re-spend points on all trees + put all gear back on, I'll compare values or my PK DCs: all going well it should be a +3 up from before.



The requisite for the spell is having Epic Spell Focus (which requires SF + GSF) of one of the schools listed (and the list does not include Illusion itself). So the Necromancy line fulfills the req for this feat.
Pale-Master-confirmed-SPell-Spec-feats-3.jpg


At a later level potentially the Illusion line will fulfil the req for the Spell Spec: Necromancy.


Despite this not potentially being the original intention (when the feat was first proposed/shown to us), happy to have had confirmation it's working as intended.
 
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Spook

Ghostly Troll
That's currently intended, yes. When we discussed this internally around the development of those feats, we decided that if you've invested six total feats across two different DC types, we don't mind letting you get a fourth in one (eventually both) of them; you've already invested in building wider.
So while this has been known for a while the assumption was that it was not working as intended because this makes spell speciality a mandatory feat for DC casters.

The intent of the feat as was explained to us was to allow us to build wider and was specifically not intended to increase the DC ceiling.
 

Thumbed_Servant

Well-known member
So while this has been known for a while the assumption was that it was not working as intended because this makes spell speciality a mandatory feat for DC casters.

The intent of the feat as was explained to us was to allow us to build wider and was specifically not intended to increase the DC ceiling.
Can’t fight the rising tides.
 

Kalibano

Build Designer. Having fun since 2006!
DDOBuilder file updated to show the new feats. It's not yet possible to select the Spell Spec: Illusion feat in the builder, but this has been reported and Maetrim already confirmed this will be fixed in a future update to match Steelstar's confirmation as WAI.

The image for the feats was updated in the main post:
Wiz-Pale-Master-Feats.jpg


Previously it was like this ? (so people can see which feats to change at which level)
Wiz-Pale-Master-Feats.jpg
 
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QuantumFX

Well-known member
I check wiki and description for both, and for both it's marked as Psionic USP, no Potency for one or other.
It wouldn't be the first time DDO had an issue properly labelling Potency/USP effects.

Examples:
  • Exceptional Universal Spell Power on the Clouded Dream, Dragon's Eye, and Dinosaur Bone crafting, is actually Exceptional Potency. For Example, it won't stack with the sonic spell power portion of Imperial Resonance on the Elyd Charm. You can also see it applying bonuses to the individual spell powers in your effects log.
  • The Artifact bonus to USP on the Epic and Legendary Saltmarsh Explorer sets are actually an Artifact bonus to Potency. For example, it won't stack with the spell power portion of the Legendary Glacial Wrath set.
 

Kalibano

Build Designer. Having fun since 2006!
DDOBuilder file updated to show the new feats. It's not yet possible to select the Spell Spec: Illusion feat in the builder, but this has been reported and Maetrim already confirmed this will be fixed in a future update to match Steelstar's confirmation as WAI.

The image for the feats was updated in the main post:
Wiz-Pale-Master-Feats.jpg


Previously it was like this ? (so people can see which feats to change at which level)
Wiz-Pale-Master-Feats.jpg
DDOBuilder (v2) file updated to include the Spell Speciality: Illusion feat, since this has been adjusted in the builder, in the most recent patch, in light of Steelstar's confirmation that it is WAI.
 

h46av8r

Well-known member
It wouldn't be the first time DDO had an issue properly labelling Potency/USP effects.

Examples:
  • Exceptional Universal Spell Power on the Clouded Dream, Dragon's Eye, and Dinosaur Bone crafting, is actually Exceptional Potency. For Example, it won't stack with the sonic spell power portion of Imperial Resonance on the Elyd Charm. You can also see it applying bonuses to the individual spell powers in your effects log.
  • The Artifact bonus to USP on the Epic and Legendary Saltmarsh Explorer sets are actually an Artifact bonus to Potency. For example, it won't stack with the spell power portion of the Legendary Glacial Wrath set.
Another example for your list:

Potions of Efficacy state they grant alchemical bonus to universal spell power but do NOT stack with Potions of Brilliance, Inferno, etc. which grant alchemical bonusses to individual light, fire, etc. spell powers. Potions of Efficacy instead behave like potency bonusses.
 

Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
New Epic feat + Epic Destiny feat

I have not yet levelled every alt to 34, so this is what I am aiming to try-and-test.
  • Arcane Insight (lvl 33)
    • Passive: +110 Maximum Spell Points
    • Active: +6 to all spell DCs and +6 to Spell Penetration for 30s, cooldown: 3 mins
    • This will synergise with Magus of the Eclipse's 'Lunar Insight: INT [T2]': also gain 200% of your Intelligence in Temp Spell points that last 60s and the cool downs of all Words of Power Reset
  • Spell Speciality: Necromancy (level 34)
    • +3 Necromancy DCs {which stacks with Spell Focus, G Spell Focus, and Epic Spell Focus: Necromancy, for a total of +6 DCs from these feats}
The image below was updated in the main post (also here for ease of access):
Wiz-Pale-Master-Feats.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
Epic Destiny points (+8)


The following additions/changes were made to Epic Destinies:
  • +1 Magus of the Eclipse (new total spent in this tree = 37)
    • [T2] When using Arcane Insight, gain 200% of your Intelligence in Temp Spell points that last 60s and the cooldowns of all Words of Power reset
      • With insta-kill being the main aim of this build, this addition allows me to use Power Word: Kill double the number of times per cooldown (use the PW: Kill spell, use Arcane Insight to reset the cooldown, use PW: Kill again)
        (PW: Kill has does NOT allow a save, with the drawback of having a very long cooldown of 210 seconds)

  • +5 Shadowdancer (new total spent in this tree = 21):
    • [T3] +3 Spell Penetration
    • [T1] +1 Reflex saves, +2 Hide & Move Silently / Hide in Plain Sight feat
    • [C4] +5 Universal & Force Spell Power
    • [C4] +15 Hit Points
    • [C4] +25 Spell Points
    • [C4] +3% Damage versus the helpless.
    • [C4] When you cast the spell Trap the Soul, it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell. Darkness debuff: You are vulnerable to Sneak Attacks. -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks
      • This synergises strongly with a couple of aspects of this build
        • Trap the Soul being used a lot as a key insta-kill spell
        • Trap the Soul now gaining the additional utility as a boss de-buffer
        • Magus of the Eclipse's 'Lunar Power [T5]': Your Gloom Spear Epic Strike spells now deal 1d12+16 damage to enemies with 0 or less Spell Resistance
  • +2 Primal Avatar (new total spent in this tree = 15)
    • [T3] Doubles the damage of Shard Storm. Shard Storm now also grants you Shard Reflection for 12s when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points.
    • [C3] +5 Universal, Acid & Force Spell Power
    • [C3] +50 Spell Points
    • [C3] 15% Absorption versus Fire, Cold, Electric, Acid, and Poison Damage.
    • [C3] Your Protection from Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level.

The images below were updated in the main post (also here for ease of access):
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
Wiz-Pale-Master-Epic-Destinies-Myth-Drannor.jpg


Prior to Myth Drannor's level cap raise (total 65 Destiny Points) 👇
Wiz-Pale-Master-Epic-Destinies.jpg



The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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