R10 solo-capable DC casting and negative nuking Wizard build & guide

Synalon

Choose another soldier
I've played Wizard since starting DDO way back in late 2006, notwithstanding several multi-year breaks here and there. Though casters, and especially Wizards, are not regarded so highly of late, I still love the class. DC casting, the area in which Wizards excel, is fun and effective once you can get it to work. And the versatility of Wizard allows us to branch out to other concerns, in this case the DPS required to meaningfully contribute in endgame raids and to solo high skull quests.

With this write-up, I want to show that a DC caster, despite their high barrier to entry, can be both accessible to those without heaps of past lives and unattainably rare equipment, and viable for r10 soloing. I do not have any reaper gear, use no Myth Drannor equipment, and I have no beneficial curses. Only recently did I reach heroic completionist - I did 95% of my r10 runs before getting it (playing since '06 and just got completionist in '25, what have I even been doing with my life) - and I strongly doubt I will ever grind out racial completionist. Nevertheless it is possible, with use of some stopgap measures and strategies, to build a DC caster and nuker viable for raid pushing and soloing.

Whether you are looking to build a Wizard for the first time and want help with getting started, or you are a veteran caster who wants to get into high reaper challenges, read on.

* * * * *

There are three points to the build:

1) Spell DCs. Everything that can be instakilled should be dead. Everything that can’t should be held, stunned, frozen, turned to stone, and the like. For this reason, we pump our DCs as high as possible, in the following order of importance: Necromancy > Enchantment > Illusion > Conjuration/Transmutation/Evocation. Necro and enchant, really, are the schools of utmost importance; Illusion merely supplements these two. The others are important also but have more situational use. To be an effective DC caster in r10 and raids, you need high DCs.

2) Negative spellpower and crit chance. This lets you DPS bosses, Dooms, deathblock champs, etc. You can’t AoE nuke, but that’s fine – we’ve got CC and instakills for that. Your single-target DPS is very respectable. We can’t compete with the meta DPS builds, as we shouldn’t, but given the high reaper spell damage nerf and the fact that we are playing a Wizard, our DPS is more than serviceable. For example, we can be entrusted with killing the vrocks in r1 Fire Over Morgrave, freeing up the 'true' DPS characters to focus on the boss. You will be able to kite and kill Dooms and bosses on r10 when required. Of course, not only do we get strong DPS this way, but we also improve our self-healing; extremely important for surviving r10.

3) Survivability. In the days of single epic destinies and EDF, I would run as a DC caster in r10s, then switch gear and tank Dooms and the boss in Magister (thanks to a brilliant build write-up from Zappy on the old forums). I would switch to Unyielding Sentinel and tank a raid when required. Sadly, this is no longer as feasible...though I have plans to try. Nevertheless we wish to retain as much of this requisite hardiness as possible. As the saying goes: you can’t contribute to the party from a backpack. So our third aim is to maximise our defences within the circumscription of our first two objects.

With introductions out of the way…here is the detailed write-up:


Abilities and Skills:
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Intelligence - 20
Constitution - 16 (18 if not an Elf)
Wisdom - 12

All level-ups in int.

Our ability distribution is very simple. We take the maximum Intelligence we can, which will be 20 for any int race. Then also max out Constitution for HP. With 36 points, we have 4 left over to play with. Usually I go for Wisdom to get a couple more points of negative spellpower. However, Strength can be useful to prevent getting medium load/encumbered if you don't have an item for it, especially in low levels. You can even go Charisma if you feel you might need the extra points in UMD. With 32 and fewer points, just maximise Intelligence first and then as much as possible in Constitution.

Concentration – 23
Spellcraft – 23
Balance – 11
Haggle – 11
Heal – 11
Search – 11
Spot – 11
UMD – 11
Tumble – 10

Obviously as Wizards we have more skill points than we know what to do with, so you can play around with these to your taste. The above allocation is not the full spend. As you see, I have taken some skills for convenience, like Haggle, since we have so many points to spare. Repair can be good for the repair spellpower. Just be sure to max Concentration, Spellcraft, Balance, Heal, UMD, and Search, and put ten points in Tumble for the extra tumble charge.


Heroic Feats:
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Insightful Reflexes – Essential on any int caster. Reads “+50 or more to reflex saves.”
Wizard PL – +1 DCs, and the Magic Missile SLA is nice for debuffing.
QuickenDe rigueur. Without this you will cast spells so slowly that your character is basically unplayable. Your hand gestures as you cast without Quicken are slower than the shifting of the tectonic plate upon which you stand. Quicken is essential.
Maximise – +150 to our already hefty spellpower. Not to be sniffed at.
Empower – And another +75. This makes for, at time of writing, an effective sustainable neg spellpower of 1,300.
Heighten – Obvious. You want your spells to land.
Extend – This is a quality-of-life pick. It doubles our Death Aura durations, not to mention Displacement, Haste and Rage. You could probably swap this out for +1 to an ancillary school DC if you really want but I find it just makes the game more enjoyable.
Enlarge – If you are a DC caster and have not been using Enlarge, you should rethink your life thus far. Enlarge is excellent for completely killing or immobilising entire groups of enemies before they’ve even had a chance to see you. You know when I was banging on earlier about survivability? The best way to stay alive is to not get hit. So, employ some tactical artillery. This also makes it easier to set up traps between you and the enemies for them to run into before you’ve aggroed them.
SF Necro – Duh. Our most important school. Not only for instakills, but our DPS spells use necro DC as well.
GSF Necro – More DC for our prime school. With this and Spell Specialty, we’re getting +5 necro DC from feats.
SF Enchant – Our second-most important school. We’re going to take this, GSF Enchant, and Epic Spell Focus Enchant; then we can take Spell Specialty Necro.
GSF Enchant – As stated. With this and the epic feats, we’re getting +3 Enchantment and +5 Necromancy focus.


Epic and Legendary Feats:
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Arcane Insight – +6 to DCs for 30 seconds. Between this and Reaper’s Potency, you’re going into most fights with a DC boost. Also, if you’re having trouble with a particularly high-fortitude monster, you can hit it with a Power Word: Kill and then pop this boost to instantly reset the spell’s cooldown, provided you’ve taken the ability in Magus (which you should). Without all the past lives, reaper gear, curses or Myth Drannor equipment, boosts are very important for running the latest content on r10.

Epic Spell Power: Negative – Increases our DPS and self-healing. No-brainer.

Embolden – +2 to all DCs. Another no-brainer.

Epic Spell Power: Force – There are slim pickings at this level and this is what I’ve chosen. Force is a (distant) second spellpower concern, as Arcane Tempest is a good enough spell to keep in my DPS rotation, and I sometimes take Arcane Pulse for situational use. Plus it does increase our universal crit damage (that is, our neg crit damage) by 5%. However, it may transpire that a better choice could be made here. Even Elusive Target could be better. For now I’ve taken this, but that might change in the future. I tried Channel Power but did not find it apt for our manoeuvrable playstyle.

Burst of Glacial Wrath – You know, for ages I resisted taking this spell. But for what? Before, I had to switch to an LGS ice and spam Magic Missiles at golems and such. Now, I can just freeze them all in one wintery cone. It is also great for plants, vermin, and other Enchantment-immune enemies. And not only does it stop such spell-resistant mobs, it’s also a great option for CC layering – something you should always strive to do. Held and frozen (and stunned and blind and…) is better than just held, especially in high reaper. Can’t believe I didn’t use this for so long.

Arcane Pulse – Again, I use this situationally when required, but I’m not fully convinced. It’s good to at least have an option for when we can do absolutely nothing else, and that’s why I’ve got it for now. But as I say, other feats could prove useful enough to supplant it. I am tempted by Deific Warding, which I have taken many times in the past. Do as thou wilt. [Addendum: I started writing this guide on a life where I took Arcane Pulse. At present I have indeed gone with Deific Warding and I would say it is better. Especially if you don't have so many PRR past lives, Deific Warding is a great way to buttress your defences. And Arcane Pulse is so seldom required and so weak that I think it best to dispense with. If you are really worried about constructs, however, then go ahead and take it.]

Epic Spell Focus: Enchantment – The crown jewel in our Enchantment focus line. Most importantly, apart from the +1 enchant DC, this lets us take the +3 DC Spell Specialty feats as well.

Scion of the Shadowfell – This legendary feat gives us everything we need. +4 to our main spell school, neg spell power and spell crit, and neg heal amp. The others are tempting, probably Feywild being the most so (+4 enchant and illusion, plus positive heal amp?!) but Shadowfell seems the best given the goals outlined at the start. However, I do think other choices would be viable.

Great Intelligence – I don’t really like these feats. Sadly, I have to take this to get an even int score. If you don’t have to do that, Wellspring would be an excellent choice for nuking, which I would take if I weren’t obliged to take this one. Basically how it works is, if you would otherwise end up on an odd Intelligence score, take this feat. If not, you are at liberty to take something more exciting, like Wellspring or Intensify.

Spell Specialty: Necromancy – At last, the much-vaunted +3 to Necromancy, our most important school.

Spell Specialty: Illusion – It is also important to have our Phantasmal Killer (PK) and Greater Colour Spray land.

For Epic stances, you want Arcane Alacrity as your Arcane stance to help attenuate Wizard cooldowns, and Colours of the Queen in Primal because there's nothing else there that helps casters at all. In Martial it's best to go with Fortification, especially given the -50% fort from our Yugo int pots, but I didn't have those lives until very recently and used Skill Mastery instead, which is perfectly serviceable. In Divine I go for Power Over Life and Death to increase our DPS and self-healing. Ancient Blessings, giving +15 positive and negative heal amp, would also be a good choice. Long ago I used Brace by preference, and they were the first Divine lives I got, but now saving throws have too much variance for +3 to make much difference.

The Iconic stance I've been using is Deep Gnome for +3 Illusion DC. I don't have the Dark Bargainer lives yet, but will probably switch to that when I can, since they also increase our negative spellpower. Either way, if you have both, choose whichever you feel you need the DC boost for the most.


Enhancements:
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Finally, some proper pictures.

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As you can see, I don’t have enough racial points for it to matter what race I choose so long as it’s an int race. For now I’ve gone with Sun Elf for Rejuvenation of the Dawn. It would be preferable to have at least 6 racial AP to get the Intelligence cores. If you have less, you will lose out on a DC point by missing the int either here or elsewhere; not ideal, but certainly not the end of the world. With max racial AP, Deep Gnome is indisputably the best choice: it has bonus Illusion DCs, a PK SLA, you get dodge bonuses and MRR in the cores; the list goes on. However, they are kind of ugly, so I’m happy being an Elf for now.

Most of these decisions are self-explanatory. Of course, Pale Master is our main tree. I took +2 necro and +2 enchant for the first two PM cores, then +25 HP and +5 PRR for the third. The third could be a variety of options, like the +15% cold or electric absorption. The +10 negative spellpower is too negligible to be worthwhile. But the DC boosts are essential.

Shroud of the Lich seems the best overall. Obviously Zombie is out of the question (except when we could run as a tank…). +3% dodge in Wraith is kinda nice, but the incorporeal does nothing in high skulls (i.e., the only place you really need it), and I dislike permanent feather fall. Now, Vampire is a viable contender, giving +1 Enchantment DC. I would respect the decision to go Vampire. But Lich gives us more HP, more neg heal amp, more neg spellpower, and +15 MRR and MRR cap. The defensive benefits therefore outweigh the +1 enchant for me. And as a little bonus, you get +10 stacking electric and cold resistance, and -5% cost of spells. So, I always end up choosing Lich, even though the Vampire red shroud looks cool.

The skeleton is another QoL pick. 95% of the time I do not summon him. But on occasion he is very useful for pulling levers or solving puzzles you can’t do solo. And since he’s not a hireling you can summon him anywhere, including in raids. He can also draw the aggro off you for a little while if you are soloing a high skull dungeon. Supplemented by summons, you can have a little menagerie following you around and, though they perish almost instantaneously, in doing so they take an arrow or sword meant for you, like keen but feeble bodyguards.

Beyond that, we take the full neg heal amp and crit chance lines. This gives us +50 neg amp and +8% crit chance, improving both our DPS and our self-healing. With the Greater Death Aura capstone, we have three auras ticking away for passive healing; at time of writing, my neg heal amp is sitting at 307. You might not be able to press a button and heal to full health mid-combat in r10, but even so the healing ticks are extremely helpful, increasing our chances of survival against fear reapers, champ DOTs and similar deadly threats. If you're kiting a boss or a Doom and they manage to clip you, your auras will tick you back up while you DPS and evade them.

Unholy Avatar is our ersatz immunity strip. It's essential, basically, as you wouldn't be able to DPS the most common (?) enemy type in the game without it.

Finally, the SLAs. They're not the highest damage nukes, but Necrotic Blast and Bolt are very decent for rounding out our DPS rotation. I often use Bolt to tag undead bosses first, making them vulnerable to negative energy; otherwise, we would waste a high-damage nuke on healing them. Blast is good for tagging groups of undead. You want to cast these in your DPS rotation when the higher damage spells are on cooldown.

Improved Shield in Eldritch Knight and You’ve Got my Back in Feydark Illusionist are synergistic. Together they give you +20 PRR, along with the SLA to get it, saving a spell slot. I don’t need the MRR boosts as I seem to reach the 115 cap anyway. However, if you are short, or if such a time comes that our MRR cap can be raised further, it will be a simple matter to swap in Night Shield for another +10 MRR.

Also synergistic are Reactive Discorporation (Pale Master), Refraction (Feydark), and Arcane Barrier (EK). If you drop below 50% HP, you instantly gain Radiant Forcefield, Dark Discorporation, invisibility, and 15% missile deflection while the invisibility lasts. Meanwhile, your auras will be healing you, allowing the reaction to trigger several times. Plus, Refraction combined with Cloak of Night from PM gives you 15% missile deflection when blocking. Though we usually don't do too much of that, all told.

The rest of the stuff is standard. We get some hitpoints and spellpower in EK. The Mage Armour SLA is only taken for Improved Shield, but since we have it, we may as well cast it. And in Feydark, we get more DCs from the int, some spellpower and spellpoints, +3 spell pen, and +2% crit chance. You could exchange the spell pen for the +3 to saves if you felt like it. But we don't take any spell pen feats and I only have +9 spell pen slotted in equipment, so it's good to get easy boosts like this where possible. Twist Reality gives a stacking -1 Will debuff whenever you hit an enemy with Greater Colour Spray, PK or Hypnotic Pattern.

Besides that, we are obliged to go into Feydark for Greater Colour Spray, not being a Gnome. Perhaps if we were a Deep Gnome we wouldn’t spend so many points in this tree. But we’re not, so we do, and it’s a great tree anyway, so I am not overwrought about it.


Epic Destinies:
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Here you see that we use the excellent Magus of the Eclipse as our primary destiny, supplemented by Draconic Incarnation and Exalted Angel. This spread lets us get +3 to necro, enchant and illusion; the three we want. The epic strike in Magus is very strong – it does great damage, thanks to the T5 upgrade, and it paralyzes on a necro DC. Pesky elemental or scorpion immune to your hold? Just zap it with Gloomspear. Most of the stuff in here helps our DCs or our DPS – it’s a great destiny. Not to mention Time Stop; soon you will tire of the proper DPS players begging you to pop it on the raid boss. It’ll become instinctive eventually. And it’s very occasionally helpful in a pinch if you’re in a tight spot of mobs. Plus, all the spell pen in this tree is surely a boon: +10 in total, I believe. I only have +9 spell pen slotted on equipment (in the dino crafting), so no insightful spell pen, and no feats to speak of. But I never have problems with it. Of course, it helps having all the Wiz and FvS past lives.

Other assorted choices: +3 to fear-based spells, raising our Phantasmal Killer DC. Dark Light of the Moon AoE DoT; good for boss DPS, especially with the explosion. I take Lunar Insight to reset Power Word: Kill whenever I pop the +6 DC boost feat we took. The Self or Summons is just to get to 30 points really, so I magnanimously decided to buff my militia of summoned weaklings rather than getting a useless +2 to Will saves, since we are immune to practically everything with a Will save already. And in T5, Moon's Shadow is another excellent single-target nuke. Yes, of course you take the +3 to DCs here dumbass.

In both Magus and Draconic, we take all the abilities that grant +10 negative spellpower at tier 3. This is a nice +30 spellpower. Draconic we are of course using for the extra spellpower, in these abilities as well as the cores (another +30), but mainly for its brilliant mantle. This really ramps up our single-target DPS with the DoT effect, gives us an additional -10% to spell cooldowns, and we get Mobile Spellcasting. As if that wasn’t enough, we also get frequent temporary hitpoints to go along with our Affirmation and Demonheart Emerald, and the wonderful QoL feature of not having to carry material components. Core 2 essentially reads “gain half a backpack slot.” We get a little bit of PRR, MRR and Reflex, but that's mainly to spend the required points.

Exalted Angel, as you can imagine, is taken solely for the wings. These for my playstyle are absolutely essential and I can never go back. Their use in kiting mobs, escaping dangerous situations, evading traps, reaching safespots etc. cannot be overstated. However, while we are here, we can make the most of what the rest of the tree has to offer. Healing Pillar and the Mass Cure Moderate Wounds SLA are great for playing back-up healer, and especially for answering the question of “who heals the healer in r10?” You also get 5% fire absorb and a bit of PRR, MRR and spellpower, plus the aforementioned +3 to Enchantment DC. Since I have the points to spare, I also grabbed Shadows Upon You for the debuff when raiding. This is good enough for me for a tertiary dip. But yes, 99% of the reason to take this tree is the wings. They are that awesome.


Equipment:
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While the build as a whole is meant to be flexible, equipment is especially so. There is no one true loadout, as there was in times past. Here is my main equip loadout for questing after I've buffed and swapped out the SP items:

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(Hopefully you can read that.)

I swap in the Acolyte’s Lenses (Insightful Wizardry +134), some Green Steel Gloves (Elemental Spell Power +150), and the Ring of Spell Storing (to avoid the -5% SP drain from Clouded Dreams) when in public or at a shrine to raise my spell point total by about 600. I also like to swap in the Direbear Belt to pretend I have +10% HP, for all-important MMO posturing purposes. When we're in the quest and done buffing, I swap in the proper gearset. Depending on what gear you have, you might prefer other SP items; there is a good SP belt from Saltmarsh, for example.

[There are a few decisions here that require explanation. I've run this loadout for a while, and have done all of my soloing with it thus far. The design philosophy is outlined below. However, my thoughts have shifted on some of these points, mainly on Affirmation vs Ash/Vuln and on the necessity of Stygian Wrath, and I am close to assembling a new gearset. So, don't take these ideas as gospel. Gearsets in the present meta vary wildly; this is just an example of one that worked for me and that does not require elusive rare loot.]

Almost every other caster, as I understand, takes Ash in the LGS dino bone slot. I have taken Affirmation. ‘Swapping into’ Affirmation is just not realistic in a lot of situations. You have to track if the minute timer has expired (often difficult), you need to actually get it to proc on something (not always possible), and then you need to swap back to whatever you use normally. In the chaos of battle and zerging parties, this is not feasible. Certainly I would love to fit Ash in for the bonus to DPS. But having Affirmation permanently slotted does wonders for survivability. Since it is almost always active, I can have effective hitpoints of over 4,000 in reaper; probably why I can afford to keep the LGS belt on all the time. However, if you want to use Ash, and find the Affirmation-swap strategy effective, more power to you. When I have a second maxed-out sentient jewel then I intend to make a DPS Ash stick and swap to it for bosses.

I regard Stygian Wrath as essential. There is no other source of +13% insightful neg crit chance in the game. [Now there is Lesser Oblivion from The Wizard's Labyrinth, with +14%.] Even over Pomura’s Memento this is +8%. It also gives insightful nullification and our insightful int. So this really helps our gear tetris – insightful int is otherwise quite irritating to fit in without using something subpar, like the Shattered Onyx ring, all the other effects of which are duplicated elsewhere (and we reach our dodge cap in reaper without it anyway). Plus, the Sinister Chill helps keep us going for a long time. Along with the spell replenishment items, you will basically never have to shrine, even with all your metamagics permanently enabled.

Most equipment philosophy seems to revolve solely around set bonuses. Sets are certainly important, but I find that focussing on getting the desired sets to the exclusion of all else results in lower power overall. For example, take the five-piece profane Vecna set bonus (I forget its name). I do not find this set impressive. Profane bonuses are less useful than artifact bonuses for one, as they are often found on equipment natively. But more importantly, most of the Vecna equipment just wasn’t that good for this build. The three good items – the hat, the cloak and the armour – I have used and placed the Vol’s Influence artifact set on, as you see. If I squeezed into the five piece and managed to get my artifact bonuses elsewhere, I would gain +1 profane DC and +1 profane to all stats. I suppose the +30 profane prr would be nice provided I also have +30 artifact. But to do this, the actual effects on my equipment would be far less useful, with a great deal of duplication. Everything I have equipped is providing a lot of use in its own right, even before accounting for set bonuses. So this is why I do not build myself into a box by focussing on getting the absolute highest DCs – 1 or 2 more at best – to the detriment of all other aspects of the build.

[Now, as I say, I have reflected that insightful void lore is perhaps not so required, since if we have both Ash and Vulnerability stacking on bosses we'll get +40% DPS; far more than what we're getting from the extra crit chance. I will try having an Affirmation swap-in, and I will swap to off-hand Lesser Oblivion for casting auras. But this is the equipment set with which I did all my soloing thus far, so it's what I've put in the guide.]

In any case, we have four artifact sets active:

Vol's Influence: +25 universal spellpower, +6% universal spell crit chance, +15% spell crit damage, +3 spell DCs.
Desert's Starless Night: +30 negative spellpower, +6% neg spell crit chance, +15% damage vs the helpless. These stack with Vol's Influence.
Eminence of Winter (3-piece): +30 PRR, +30 positive and negative heal amp.
Piercing Mind: +3 Intelligence.

And here's my filigree setup. All rare except for the Zarigan's int:

Minor Artifact (Dinosaur Bone Ring): Beholder/Grave int +2, Zarigan's/Voltaic int +2, Otto's int, Zarigan's int
Dinosaur Bone One-Hander: Beholder/Grave int +2, Zarigan's/Voltaic int +2, Grave int, Grave neg heal amp, Otto's int, Otto's spellpower, Otto's con, Zarigan's int, Beholder int, Beholder spellpower.


* * * * *

Now that we've gone through the build and equipment, let's finally look at some numbers!

This is all sustainably self-buffed in reaper. So, with rem and Yugo pots, and commendation and nihil pots for spell power, but no boosts or finite resources like Abishai cookies. Then the number bottom right is with boosts, though no cookies. Apologies for the hideous formatting here.

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Probably elite players will not be overly impressed with these numbers. There's space to get a lot higher of DCs; like I say, with new expansion equipment, curse cards, reaper bonuses etc. But, along with liberal use of boosts and some strategy, it's enough to solo r10s. The point being, you can have reasonably outdated equipment and not have a ton of past lives, and still do well in, or even solo, high reaper. So I encourage you to try it sometime - it's good fun!

(I don't actually know what's going on with my spellpower. It was 1,075 before; now I've done a bunch more TRs including getting completionist, and I got the +4 spellpower tome, so I don't know why it's 1,072. What a mystery. Probably I forgot a toggle somewhere or whatever)

And here's my character sheet:

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Again, nothing unattainable. For the PRR, I confess I do have all the PRR lives, so 200+ PRR might not be realistically achievable if you're just starting out. In any case, it's enough to take a hit or two in r10, at which point you turn around and fly away.

Now, some videos :)

My favourite one:


The most popular:


And my most recent:


(Except don't watch that one because I used the wrong mic like an imbecile 🫣)

Most of these were recorded when I was a Drow with 8 racial AP and no completionist. A few were at level cap 32. So, my DCs were lower, and HP, PRR etc. were a little worse. DC casting can be difficult to get into, given extremely high monster saves and the consequent past life requirements. But with some supporting strategies, like the use of DC boosts and wings, you can get to a level to contribute at endgame with a fairly minimal base. In the next post, I'll go into playstyle advice and tips for r10 soloing; the 'guide' portion of this thread.


* * * * *

So, that is my Wizard build! I know it is nothing especially innovative; my aim is just to show how to build a solid endgame DC caster and nuker Wizard, without necessarily having heaps of past lives and rare loot. I hope anyone who wasn't convinced about Wizard might be moved to reconsider. The class is super fun, powerful, and the most accessible in the game for high difficulty DC casting. Questions, comments and critiques welcomed. Thanks for reading!
 
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Synalon

Choose another soldier
Whew! Well that certainly sprawled without the bounds of any sensible constraint on mass. And yet, here I am writing a supplementary follow-up post to furnish yet more interminable ramblings? As though I haven't wasted enough of my life playing a niche fantasy video game, I seem compelled to squander even more precious time on Earth by writing about playing a niche fantasy video game. Just engrave "was a decent Wizard in Dungeons and Dragons Online" on my tombstone or something. I guess Wizards are not known for their wisdom.

Anyway. I did put 'guide' and not just 'build' in the title there, so I suppose I should provide some guidance on a few subjects pertinent to playing and building a Wizard, with an eye to endgame content and reaper soloing.


* * * * *

Build Discussion and Minimum Requirements:

It is well-known that DC casting has a high barrier to entry. Enemy saves in r10, particularly in more recent content, are difficult to overcome, requiring many past lives and min-maxed gear. However, it is eminently possible to make an effective first-life DC caster for r10, especially with Wizard. It is just a question of what sacrifices you make, just as I have made sacrifices with this build.

The way I've built is to maximise our DCs, DPS and survivability, given our lack of extra chase-items and lives. For the majority of my videos, I had no completionist and ran on a Drow with only enough racial AP to grab the int cores. Even now I have no reaper gear (+3 DC), no rare items (+1-2 DC), no beneficial curses (+1-3 DC), and no racial comp (+1 DC). So I've had to build in a way that makes parsimonious use of our design space.

The result is a build that is quite accessible for DC casting on high reaper for beginners, and for soloing r10 once you get some past lives and reaper points under your belt. For us, the best way to maximise damage is to focus solely on negative spellpower and lore. By focussing solely on that, we get decent DPS as well as usable DCs and self-healing in high reaper. However, it should be noted that we have somewhat of a construct weakness.

Ordinary golems, say, are fine; we can still CC or banish them. Negative-vulnerable constructs like hounds and worker constructs are no trouble. But DPSing down red-named construct bosses is an enormous pain; you will not be soloing such quests. A Raven at the Door, for example, would be pure torment. Roll Call, likewise, would be best avoided. In a group, it's fine, but you won't contribute much damage and your CC is less effective. One of the first quests I soloed actually was Ruinous Schemes. I forgot about the portal at the end until I got there and had to destroy it. At the time, I had Arcane Pulse, and was obliged to basically erode the damn thing over ten minutes with that and Tempest. Not recommended.

Basically, general element Wizards can be done, but they require a higher level of character power along with rare and difficult-to-obtain gear. I do not do so here because of the restrictions we need to deal with. To be honest, I do not find the construct weakness particularly onerous. 98% of the time it doesn't matter at all. I'm not concerned to reduce our effectiveness in the vast majority of content by reducing negative spell power and spell DCs just to help a bit in some uncommon situations. Taking the Ruins, for example, would mean we have to forego two spell specialty feats (-3 to necro and illusion), and to make it work we need to change our draconic element from negative to something else. Then we'd have to change our T5 from Magus to Draconic, missing Time Stop, Moon's Shadow, and the souped-up Gloomspear. Honestly, the prospect is almost too much for me to bear. So that's why I focus just on negative nuking, even though it leaves us a little vulnerable to certain constructs. And, of course, doing so improves our self-healing also. This seems to me the most efficient character design.

The equipment set I've used is quite old - some might even say outdated. The newest stuff in there is from Vecna, and some of the items are downright antediluvian. So, the gearset is not as powerful as it could be, but it is, as I keep emphasising, more accessible than equipment sets studded with rare items and augments that might not drop in hundreds of runs.

Indeed, back to accessibility. Wizard is the most accessible class for DC casting. We can achieve meaningfully higher spell DCs compared to similarly built and geared casters of other classes. This is for a few reasons.

First is our copious bonus feats. We've used these to get two spell focus lines, giving +2 necro and enchant. Additionally, the dual raid filigrees are more supportive of int-based DC-casting. Where the +2 int filigrees count towards two DC-casting sets, the +2 cha fillies do not. This means it is possible to wring out a few more DCs from your sentient item and artifact.

Wizard enhancement trees (well, Pale Master, the one we use) give decent bonuses to spell DC. Ignoring the ability bonuses available in T3 and T4 of every tree, you get +2 enchant and necro from the cores, another +1 necro from T5, +2 int from your shroud, and +4 int from the capstone. That's net +6 necro, +5 enchant and +3 to all other DCs. You can even get +6 enchant by going vampire, if you like. So overall, you are getting more DC bonuses from three sources: feats, filigrees, and enhancements.

Wizards also have natural higher survivability. The auras give great passive self-healing with a burst healing option. This is on top of the excellent immunities provided by undead form, and various defensive options in PM and EK.

What this combines to is a considerably more forgiving class for people just getting started with DC casting. When you don't have all the bells and whistles of reaper enhancements, a full endgame gearset, reaper equipment bonuses, completionist etc., it is easier on a Wizard to achieve usable DCs in endgame content. And, you are likely to be a bit harder to kill than your peers of another class. Plus, at the other end of the spectrum, when you are fully geared out for endgame, your higher DCs will still be useful - there are always mobs with very high saves in some content, and in these places a Wizard's spells are more likely to land.

So, for characters without a boatload of past lives and rare gear, Wizard is probably going to be the best option for DC casting in reaper.

Speaking of past lives, I guess I should outline the most important ones. First and foremost are the Wizard and FvS lives. These give a passive bonus to spell pen; +9 when you have them all. We also take the active Wizard PL for the DC boost and MM SLA. For a first-lifer, take the Spell Penetration feat line and drop a couple of school DCs. On the off-chance you happen to have the spell pen epic lives, you could use that stance instead of Arcane Alacrity. I don't actually have these yet, though they are next on my list to round out the Arcane sphere.

After that you probably want the int racials. Having both Gnome and Drow gives us +1 general DC, and the two racial AP. With a +3 tome, that puts you up to 5 points; just one away from our preferred minimum. But again, if you don't have the AP, all it means is your DCs will be one or two points lower, and you will have to rely more heavily on the stopgap measures described here. You want one iconic set, either Dark Bargainer or Deep Gnome. Again, I don't actually have Dark Bargainer yet, so I have been using Deep Gnome for now.

Beyond that, I would prioritise getting as many epic lives as possible. This is for a few reasons. First, to maximise character power and minimise opportunity cost, 3 past lives in each sphere gives you the maximum of 4 powerful epic stances to use. Moreover, epic past lives have got to be the most powerful type available. They improve your character in several ways: first, all of them increase defence to some extent through their passives; second, each one provides essentially the value of two past life feats, given the two different bonuses from their passive and active components; three, they improve our HP and SP marginally through fate points; and four, they increase our destiny points. And, they are the easiest type of past life to get! I was not much of one for TRing and I tend to prefer sitting at cap (this is why I did without completionist for so long). However, I did accumulate many EPLs, and the resultant survivability benefits are of great help in surviving r10.

So, there are my thoughts on past lives. Fewer lives means sacrificing DCs in some area but, as I say, it is more than possible to build an effective high reaper DC caster even on a first-lifer. You will just have to rely more heavily on boosts, and on your teammates, and you probably won't be soloing r10 anytime soon.

One thing I have assumed is a +8 tome. I've had it so long I tend to forget about it. If you're going to pay for one store-bought item, this is what I would suggest. If you are a maniac and want to farm it out with favour, however, hats off to you. Either way, you want at least the +8 int and con tomes as quickly as possible. For full transparency, I currently have +3 racial and +2 universal AP from tomes also.

More reaper points, obviously, is better. I had nearly maxed out the caster and tank trees before I started soloing; probably about 90-odd reaper points. Of course, you have to play a fair amount of reaper to get reaper points and, as I keep saying, it is certainly possible to contribute effectively in high skulls without a load of points. For soloing, I would say this is probably the highest barrier to entry - you're going to want A) the maximum DC increase of Grim Thaumaturge, B) the tankiness from Grim Barricade, and C) enough boosts to use the +3 DC boost before every fight, especially if you're light in other areas like past lives. High reaper groups are a good place to start getting points.

* * * * *

With all that covered, let's get into some playstyle tips.

The Wizard's primary class feature is its spell list. An understanding of the utility and application of each spell is the most important part of being an effective Wizard. A Wizard with few past lives and tomes etc., but who knows well how to use each spell in their spellbook, will always outperform an uber-completionist who has no clue.

Here is my current standard spell selection:

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...So, I started writing a full spell guide for each level, going into detail about each spell I have memorised as well as others that can be useful at that spell level at cap. After writing a paragraph just on Jump I realised that this would take many hours and would perhaps best be saved for another post, or even a whole thread (or perhaps not at all?). So here I'll try and keep it comparatively brief.

(I failed lmao)


Instakills:
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Technically, we have 12, but many are situational. Finger of Death, Circle of Death, Wail of the Banshee, Trap the Soul and Phantasmal Killer are the core suite. The first three are Necromancy school and affect any living enemy that isn't red-named or warded with deathblock or Death Ward. PK affects most living things, except those that are 'mindless'; so, vermin like spiders and scorpions, plus Oozes, are naturally immune. Champs immune to mind-affecting effects, like Cruel Soul champs, are also immune to PK. Trap the Soul, however, actually has broader effectiveness; it can kill anything with a soul, which includes all living enemies - mindless or otherwise - as well as undead. Very useful. It also targets Will save rather than Fortitude, so good for getting beefy martial types like Giants which might have an easier time resisting your necro spells.

Beyond that, our other instakills are varying degrees of situational. Prismatic Spray - Evocation - is more-or-less useful on everything. When you can catch a big group in the cone and see several banished or turned to stone, it's a great feeling. But it's most useful against constructs, against which we have few other options. Golem getting you down? Just prism it until it's banished or turned to stone. Prismatic Ray is memorised basically for just this purpose: spamming, along with Prismatic Spray, on negative-immune constructs until they disappear.

Banishment and Dismissal are really great. I'm a recent convert to these spells and I am hooked. So much so that I'm considering fitting in a +2 topaz of Abjuration for them...but I hear the DC is bugged, so I refrain for the moment. They affect quite a wide variety of monsters, mainly outsiders and elementals; quite common enemy types, the former especially. Banishment is just a dream - it's an AoE instakill; so satisfying when a group of hellhounds or bearded devils etc. have bunched up and you can neutralise them with one gesture. Dismissal is the single-target version and also well worth using. Abjuration is a difficult and hardly fruitful school to pump, but the spells have an unusual DC calculation, and if your general DCs are high enough, Banishment and Dismissal will serve you well.

Undeath to Death and Sunburst are your dedicated undead busters. Along with Trap the Soul and the prismatic spells, these help us thin the ranks of any undead hordes lumbering our way. Though the former affects all undead, Sunburst is very niche, affecting (well, killing) only those afraid of light. Mostly I do not cast it much. But when it's useful, it's really useful; any quest featuring wraiths, spectres, vampires, forgewraiths and shadows (and probably a few others) is eased considerably by use of Sunburst.

Power Word: Kill is the final instakill in our arsenal. It has no save but a very long cooldown. I do cast it fairly frequently, most commonly to thin enemy ranks when my other spells are on cooldown, but also on mobs stubbornly resisting my other spells, particularly when there is a Despair around. This spell is one shortcut you can use to compensate for not having the absolute maximum DCs possible. And, thanks to Magus, it synergises with another shortcut we use: Arcane Insight, the temporary DC boost we use, refreshes the cooldown on Power Word spells, provided we have taken the ability in Magus.


Crowd Control:
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Everything we can't kill outright, we want to completely lock down (and then kill, but first things first). I count ten spells memorised for this purpose, plus a couple of other abilities.

Mass Hold Monster is the most important. Anything not immune to Enchantment will be locked down by way of this spell. For this reason I also find it expedient to take the single-target Hold Monster; I use it a lot for reapers or other lone enemies, especially when mass hold is on cooldown.

I take Otto's Sphere of Dancing despite its woefully short duration in r10. It is so useful in other content that I am loath to remove it, as I'll only forget to memorise it again when needed. Its replacement for high reaper, however, is Symbol of Stunning. I see this spell seldom cast, but it is extremely useful in high skull content. The classic strategy of blocking a choke-point with CC works perfectly with this spell. Because it is a symbol, it lasts for ages, even in reaper. So, I highly recommend giving Symbol of Stunning a try.

In a similar vein is Hypnotic Pattern. After the Mind Fog nerf, I swapped in to try it and have been tentatively pleased with the results. It does linger for a decent time in r10, meaning you can put it in a chokepoint to immobilise incoming enemies. But more importantly, it gives a temporary debuff to Will saves of -3, making our better spells - like Symbol of Stunning and Hold Monster - more likely to land. I believe our enhancement in Feydark further enhances the Will debuff to -4. Of course, the thing preventing me from casting this spell more is its being an atrocious eyesore. It can make seeing into a room of enemies quite difficult, and sometimes quite frankly I just don't want to look at it.

Flesh to Stone is specific but important. Basically, this is your backup CC for when all else fails. It works on anything made of flesh and is not mind-affecting, so it can even immobilise vermin and many undead that can otherwise be hard to stop. Mark of Law champs, immune to both your instakills and your holds, are stopped with this spell. It also holds enemies for far longer than other types of CC, even on high reaper. Though it is the only Transmutation spell with a save that we memorise, it is so useful against certain enemies that it makes grinding out the Alchemist lives and slotting a +2 topaz more than worth it.

Power Word: Stun and Otto's Irresistible Dance are both no-save panic buttons. Stun in particular is useful for things like Despairs ruining your day; you can use PW: Stun when one is bothering you, quickly nuke it down, and then get on with your life. Otto's conceptually would have the same use, but it's touch-range and doesn't cause helplessness, so I find myself barely using it. I may swap it out for something better but, as a spell with no save, it is important to be aware of as a backup when our DCs are not working as well as we might like.

Halt Undead, as the name suggests, is a CC option for undead enemies. In particular it is useful for halting mindless undead, like most skeletons and zombies, for a long duration, causing helplessness without a save. Great! Undead with minds, however, are merely dazed.

The last spell is Suggestion. I mainly use this for one purpose: charming Vengeance reapers so they don't get killed by AoEs. Of course, most of the time, since I am a moron I forget to turn off Attune the Arcane mantle and the DoT will kill it anyway. But at least it looks like I tried something. The other use for this spell would be to charm an irritating target in a group of mobs first, like a Despair or something immune to instakills, so that the rest of the enemies aggro and beat on it, also helpfully grouping up. My old guild leader on Orien, Dryken, taught me this trick, in fact. However I am terrible at remembering to do it; something to try more in the future, perhaps.

We also take the excellent Greater Colour Spray and Burst of Glacial Wrath. This ability is almost like mass hold but in a cone, temporarily stunning large groups of enemies. It also inflicts blindness and silence, providing extra use against dangerous spellcasting enemies, and in other cases such as the eyes in the Age of Rage chain. BoGW affects pretty much anything with a corporeal body, meaning it helps shore up our weakness against constructs, and provides another CC option against undead.

Gloomspear rounds out our CC kit. Though it is mainly used for damage, it also paralyses on a necro DC. Extremely useful for zapping a pesky enemy immune to our hold, like elementals, vermin, oozes, plants, and certain champs.


Damage:
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We only take four spells for DPS, relying mainly on abilities from our enhancements and EDs. One of the spells technically doesn't even do any damage. Attune the Arcane mantle, on the other hand, does a lot.

If you are DPSing something orange-named or below, the first and principal thing you must do (in r10 anyway...once it's held and its friends are dead...so actually the third thing I guess) is hit it with Energy Drain. This inflicts 2d4 negative levels on the enemy with no save. Even though they disappear very quickly, doing this will instantly reduce most enemies' health by about 30-50%. If it seems like I got a low roll on negative levels, I sometimes just wait and cast it again. Casting Energy Drain once first at the start of a DPS rotation really speeds up reaper and sub-boss murdering. Interspersed with this is the staple Necrotic Ray. It always applies one negative level, so it can help with the above-mentioned strategy, but mostly it just deals solid spammable damage. Everything else besides Energy Drain is in our end-boss/raid DPS rotation.

Arcane Tempest and Dark Light of the Moon are both good AoE DoTs. The extra effects on the latter are kind of nice, but it is mainly useful for DPSing bosses. The explosion at the end deals sizable damage. Rend the Soul is a single-target DoT but deals great damage. If I have to strip immunity from something, I like using Rend so the first tick heals them, then the rest of the spell does damage, plus we get our mantle to scale with a level 9 spell rather than something worse.

Moon's Shadow is a great single-target nuke. There is not much else to it. Gloomspear, as mentioned before, can paralyse, but with the T5 it is another great nuke on a much shorter cooldown, plus it inflicts a few stacks of vulnerability, and it boosts our negative spellpower by 10. So, an amazing ED strike all round.

Apart from that we have our SLAs from Pale Master. Primarily Necrotic Blast and Necrotic Bolt - I rarely use the touch-range one. Bolt is another good one to tag for immunity strip, since it is the lowest-damage spell in our rotation, and Blast is good for mass immunity stripping (as is Negative Energy Burst).

It varies, but I more-or-less cast in this order of priority for boss DPS:

Gloomspear > Moon's Shadow > Rend the Soul > Dark Light of the Moon > Arcane Tempest > Necrotic Ray > Necrotic Blast > Necrotic Bolt


Healing and Defence:
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The 'prevention of death' section. First we have our defences, and then the remedies for when they have failed.

Improved Shield from Eldritch Knight gives us +20 PRR, making it an exceptionally valuable buff. It gives +10 from EK and another +10 from the enhancement You've Got My Back in Feydark. This really helps shore up our physical hardiness. It would stop Magic Missiles as well but the Feydark enhancement also takes care of that. To take Improved Shield, we had to take the Improved Mage Armour enhancement as well, which provides 10% exceptional AC. I doubt this is doing much at all but since we have it I'm happy to cast it.

Displacement is still useful in high reaper - I have heard the number 20% bandied around. If accurate, that means it is like casting the old standby Blur on yourself. In fact, I had Blur memorised for a long time up until very recently when I realised it wasn't doing anything in the one difficulty it mattered.

Rage gives us +2 con. That is basically it. Extra health is always welcome, so I slot it. Haste I'm not sure is doing much. Mainly I think I'm too conditioned from the old days when it was the single most important spell on any arcane, so it feels bad to remove it. It does give +1% dodge though, and there aren't many contenders at level 3, so it persists for the moment. I keep Resist Energy memorised for similar reasons; that is, an artifact from a different age. I tell myself the marginal gains are important - and it is true that in high skulls it is prudent to wring out as many numerical advantages as you can - but to be honest, another big reason is that I need to do something with my mana before swapping out my SP items...another practice that has fallen out of favour.

But on the subject of energy resistance, Fire Shield rounds out our defensive spell list. Level 4 is an unbelievably stacked spell level, with four out of five slots being auto-takes (PK, Death Aura, NEB, DDoor). The fifth could be a variety of options. Nevertheless I almost always take Fire Shield. The flexible 50% fire/cold absorption is just too strong to pass up, and has saved me countless times. I do wish I had more level 4 spell slots, though.

Onto healing. Of course, we keep our three auras up at all times. With our high negative spell power and heal amp, the auras provide very decent self-healing even in reaper 10. Along with Negative Energy Burst, our panic button, we are very strong in the self-healing department. You know I just said marginal increases are important? Two tricks I use are 1) give a small half-second to second-long delay between casting Death Aura and Greater Death Aura. This means the ticks are more evenly spaced, helping ensure you get consistent healing rather than in 3-second spikes. And 2) use Gloomspear before casting them for the temporary +10 neg spellpower. Lesser Death Aura might be better used to apply debuffs like LGS ice or somesuch, but I seldom remember to do this and it's kind of a faff swapping gearsets mid aura-buff anyway. If you want to do it though, super.

The remainder we have for others. Healing Pillar and Mass Cure Moderate are great for emergency backup heals, particularly on the main healer. Since we have these we can, for example, both babysit the tank and kill the trash in the centre of Dryad. I fire them off quite often in high reaper groups and raids when people are looking unhealthy. Rejuvenation of the Dawn is a super nice ability. Not only does it come in occasionally clutch when someone needs healing from 0 to full, but it removes death penalty and pretty much all other negative effects on the target. So if you've died five times and have horrendous death pen, just fire it off on yourself and you'll be good to go. I just wish the ability weren't charge-restricted and that it cost fewer AP to take. Not that I'd be spending them on much else anyway.


Debuffs:
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You may notice that we didn't take any actual direct debuff spells. Sadly, the role of debuffer for arcanes has largely diminished out of relevance. I guess Cloudkill damages con, which is kind of useful. Mainly, however, we use these spells as riders for our Legendary Green Steel debuffs.

Cloudkill and Acid Fog (Solid Fog, basically) are great for this purpose. Before casting these, I equip my LGS salt and ice sticks. The salt is the most important one, inflicting a supreme slow effect on monsters, enhanced by the slow from Acid Fog. Ice procs occasionally, freezing the odd enemy here and there. I also cast Symbol of Stunning in the clouds (with my DC weapons equipped), and sometimes Hypnotic Pattern. The latter dazes but, more importantly, weakens the Will saves of enemies by 4. And Symbol of Stunning stops them in place, lasting several minutes until it's triggered even on r10, thus replacing Otto's dance sphere for this functionality.

The overall effect is a chokepoint that stuns most enemies, slows any not stunned, and weakens Will and Fortitude saves while you can pelt with spells from a distance, picking off enemies at your leisure. Oh, and I almost forgot, fogs provide True Seeing-resistant concealment. So, a 20% miss chance on the tank even for raid bosses. It is therefore important to keep one active on the boss at all times - use Cloudkill as it doesn't obscure people's vision.

Magic Missile and the active Wizard past life feat are well-known to be great for applying other LGS debuffs. I carry dust, vuln, ooze and ash for this purpose. These will make other players (and you) do more damage. In the past I would also apply ice to golems in this way, but now that we have BoGW, it's not so necessary.

Time Stop just flat doubles damage for 5 seconds. So, hella nice. I tend to set up Arcane Tempest, Dark Light of the Moon and Rend the Soul just before popping it to maximise my own damage, while counting down for a few seconds so the raid group can co-ordinate boosts and strikes to maximise their own. Of course, you'll also often want to do a drive-by on a Doom or red-named in which case a countdown will be impractical.

Shadows Upon You is a nice little debuff from EA. I took it mainly because I had the ED points left over. It is not essential to our build, so if you have fewer points, you can cut it. But while I have it, I've been trying to maintain it in raids and such where relevant; e.g. popping it in FoM every time I go near the balor before running off to deal with the trash again.


Utility:
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As Wizards, we can still provide a good deal of utility, at least for ourselves. Jump and Merfolk's Blessing both help us move around; Jump has to be the best buff we can cast right now. Reaching the Jump cap is very important for mobility, jump-casting, reaching high ledges, escaping enemies etc. If you don't reach the Jump cap, which you don't have to since we can cast this, you want Jump. Merfolk's is far more situational, but it feels super nice casting it on yourself, swapping to some Aquatic Bracers, and speeding through the water like you're Michael Phelps.

Tumble seems like it would be similar, and I guess it kind of is. But really it helps provide defensive options. Getting the somersault helps us dodge enemy swipes where necessary which can, for example, give other characters time to DPS a boss without having to chase you around the whole room. I will say, I seem to hit the somersault numbers without Tumble, and so may swap this for something else. But if you don't, Tumble is a very solid pick.

Sonic Blast is used solely for smashing breakables. What you do is put it on your hotbar and deactivate all metamagics on it except Quicken. Now you have a fast, spammable AoE crate smash. Very useful.

Invisibility is nice to have access to, though I have often gone without it, or kept a clicky. It used to be more common to sneak past certain sections of dungeon, but I don't really do this. Sometimes I cast it before phases where I really don't want to get aggro, like the orthons spawning in Legendary Vision of Destruction. We can just block and we go invisible though anyway. I'm not sure it has much effect in high reaper where probably most things can see you even with it.

Knock is great. Unless you want to fork out for a million Bells of Opening, you would have to forego many locked chests without this spell. I don't know about you but, even in this age of ubiquitous plat and useless random loot, I still enjoy opening chests. That dopamine hits for real. Leaving them is somewhat demoralising. The unlock DC can be high, but with maxed Intelligence we can hit pretty much any lock once we get a high roll. There are a few in the game with supremely high DCs, but this is what Bells and friendly Rogues are for. It is also great fun to cast it just as the trapper begins their unlock animation.

Dimension Door is probably the best utility spell in the game. It cuts down certain quest times substantially. Some people are fond of casting it once the quest is completed to take the front door outside in order to avoid recalling and save a few seconds on their pots, but I don't bother with this personally. It is also very useful as an escape route when things get out of hand. 3 Dooms, 2 Despairs and a Fear just spawn on top of you? Time to get the hell out of there! DDoor's use in circumventing difficult fights, like at the beginning of Invitation to Dinner, is well-known. If we went Shadowdancer, we could take something else in level 4, but we don't, so we are obliged to memorise it.

Cyclonic Blast clears enemy lingering effects. When the mobs have the temerity to cast their own Acid Fog/Wall of Fire/Glitterdust/Ice Storm/Cloudkill etc., just blow it away with this spell. I leave it un-meta'd on my hotbar, though I suppose it could be used for a bit of untyped damage. It purportedly creates a trip but I never use it for this purpose.

Greater Heroism and Teleport are similar. Not in their functionality, which is very different, but in the fact that you want access to both but do not want to waste a spell slot on them. GH is a useful buff, providing +4 to all saves and skills (so +4 spellpower), and immunity to fear. However, I recommend applying it without direct casting. I use a Planar Gird for the clicky and then rely on scrolls if it expires. You can just use scrolls if you don't have a Gird. There is also a sapphire of GH augment which applies the buff permanently, if you like. Teleport, likewise, is required but needn't be memorised. I use the Belt of Braided Beards for the 3/day clicky; before that, I used scrolls. There is of course also the Royal Guard Mask, and if you're feeling especially luxurious, Suulomades cookies. Nowadays, since we can memorise spells anywhere, on the surprisingly rare occasions my belt runs out of charges, it's a simple matter to quickly memorise the spell and put it on the hotbar. Just remember to unslot it again.

We take the skeleton for his loyal utility. Having him pull levers and buttons so we don't have to interact with another player or, god forbid, use a hireling, is very helpful. Besides this, he can also provide another service. Occasionally I summon him along with a menagerie of other beasties to use as a small security suite. They all die quickly but, in doing so, they prevent your death for a few precious seconds, in which time you should neutralise the danger, find a safe vantage point, or the like.

Finally, Angelic Charge, or 'wings'. Oh how I love these. They are just so useful and enjoyable that I can never go back. Going to heroics and losing them is always a painful transition. Really, these might be the single most important thing enabling our playstyle. We need to be highly manoeuvrable to get away from enemies and to position ourselves correctly. Wings let us kite Dooms and red-nameds. We can reach places otherwise inaccessible. They even let us shortcut certain dungeons. No other ED core is as good as wings, even evasion. It is quite difficult to describe exactly how to use them through text so, if you want an example, check out my videos.


R10 Soloing Tips:

Some of the stuff here I have stated earlier, and am just repeating it to have all the strategies I use for r10 in one place. So apologies if you tire of reading the same thing over and over.

One of the most important things that I have not yet mentioned is hotkeys. You know, for most of my DDO career - up to around 2019 sometime - I never used hotkeys and played entirely by clicking abilities with the mouse. At some point I decided to try them out, so I stole a mouse from work. It was a simple one with two buttons on the top below the wheel, so I bound FoD and Mass Hold to it. The difference was like night and day. No longer was I forced to trudge in painstaking toil through the swamp of manual click-casting. Now, I could tab to an enemy and hit the spell hotkey with mere milliseconds between; practically one action. I quickly became addicted to hotkeys, realising I could sensibly bind to F, C, X, 1 and 3 also, along with ctrl to double the possibilities. Now I use a 12-button gaming mouse and have moved to using alt also for more keybindings. Almost anything I cast in combat I prefer to keybind these days. I have 41 spells and abilities on keybind thus far. This is probably the biggest playstyle tip I can give you - the difference in my play before and after can hardly be overstated.

As stated before, create chokepoints with Symbol of Stunning, LGS salt+ice Cloudkill, Solid/Acid Fog, and optionally Hypnotic Pattern. I also used Mind Fog instead of Pattern before discovering they had removed the Will debuff on successful save; it would still be serviceable. Since I don't use Otto's Irresistible Dance much, I'm considering swapping it for Incendiary Cloud, which would serve a similar purpose to the other clouds; though it only lasts 30 seconds, it is quicker to cast, and causes also a blindness effect. Either way, cast a few of the fogs in an area to create a large zone of difficult terrain. Combine this with Enlarge and you can neutralise entire groups of enemies without a single one getting anywhere near you. Enlarge is a really excellent metamagic that improves our chance of survival hugely without even numerically boosting our defences in any way.

Also mentioned previously, you want to go into nearly every encounter with some kind of DC boost on. This is mainly the +3 reaper boost, but also often Arcane Insight for +6. Try to time the latter after a use of Power Word: Kill to reset its cooldown. DCs don't matter for spells with no save! Therefore, also do not forget Power Word: Stun and indeed Otto's, if you like. Stun is very useful because it is long range and causes helplessness. I don't use Otto's much, but it is worth trying.

Don't forget the power of potions. Mandatory usage are mysterious remnant and Yugo pots, each giving +2 int for +4 total. The con Yugo pots are also well worth using. I furthermore use the Commendation of Valour spellpower pots as well as superior nullification for +50 spellpower total. The latter last 3 minutes, which is slightly less than our extended death auras at cap; I drink a new one whenever I need to aura refresh.

Surprisingly enough, summons are quite useful in r10. No, they do no damage, and they die in one hit most of the time. However, that means one hit not aimed at you - in fact, it often means several, as whole groups of enemies will often aggro on your lowly summon; though their murder will take but an instant, the murderers will then take their pleasure from the corpse, beating it many additional times for good measure. This interval gives you more time to cast spells, create space, and so on.

Not only is Energy Drain useful for doing a huge chunk of DPS to tanky enemies immune to instakill, it can also still be used as a temporary debuff to saves. The negative levels vanish quickly, but not instantaneously, so it can be used on a resistant enemy to make it more co-operative.

Apart from all that, there are two more things to say. First is that knowledge is power. This is especially true for Wizards. Learn the effects of each spell, their situational uses, the different monster types and their immunities, the champion variants and, of course, dungeon layouts. This knowledge will elevate your play immeasurably. In two decades of playing DDO, I still learn new spell techniques; this depth of play is what keeps me invested in DDO, and in Wizard.

Second and lastly, take it slow! If you are soloing r10, there is no need to zerg as though you are in a group. Take the time to set up traps, use SP replenishment clickies, and so on. Hell, hide somewhere and make yourself a cup of tea. We're not winning any races on a Wizard. Indeed, part of the reason I got into soloing is because a slow, strategic approach is no longer needed in group r10s. What is the point now of old strats like swapping in SP items at a shrine and using the mana to buff? There isn't one - I just keep my normal equipment on when I'm in a group and never come close to running out of mana. Likewise the other tactics I described earlier: using summons, making chokepoints, etc. So, if you miss deliberate strategic play, give soloing r10 a try 🙂

* * * * *
Well, that's it for tips for this post. I can think of a few other things that might be worth mentioning, but it can probably be saved for later. This has already swelled into far more laborious an undertaking than I first envisioned. I hope you got something out of it, and thanks for reading!
 
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Varr

Well-known member
Alot of stuff I like here. Looks like a very well thought out DC caster Synalon. Wizard is also my primary and I play a Drow 18/2 Lich/Dark Hunter to add the healing and trapping and bow pew pewing, but consider DC casting its first roll and philosophically line up with most of your build components.

Only tweak is Pulse and Wraith are feats I'd swap out even if running the same build. Don't care for either.
 

Synalon

Choose another soldier
Alot of stuff I like here. Looks like a very well thought out DC caster Synalon. Wizard is also my primary and I play a Drow 18/2 Lich/Dark Hunter to add the healing and trapping and bow pew pewing, but consider DC casting its first roll and philosophically line up with most of your build components.

Only tweak is Pulse and Wraith are feats I'd swap out even if running the same build. Don't care for either.
Yeah, I have swapped out Pulse for Deific Warding. It is pretty weak and I don't miss it. What do you mean Wraith? Burst of Glacial Wrath...?
 

Smokewolf

Frequently banned member.
Q: Why the choice of Morninglord for the race?

Other Thoughts...

I'd drop Arcane Barrier and some of the EK abilities if your not going to really melee. (taking EK only up to Core 2) Then spend those extra points into Feydark Illusionist to get Core-5 "Familiars Reach". With the justification being that you can insta-kill and CC from extreme distances at no additional cost.

Side note: Its one of my favorate things to stand at extreme range and charm a Reaper and watch it destroy the mobs nearest it. Meanwhile the mobs will group together (attacking the reaper) , then I can CC or Insta the entire lot of them.

Primal Avatar's is really great for for a DC-Wizards. It's Mantle supports Acid, Poison, Force, while Ever Green can keep your spell points continually topped off. With other benefits like stat-gains, evasion, and temp-hitpoints. While it shouldn't replace Magus as your main ED, Primal's abilities allow for greater survivability and endurance in almost every situation. It's for that reason, I'd swap out Draconic instead. -Despite being awesome for a pure DPS caster, it doesn't make much sense for a DC Wizard to use it unless they're spec'ing for Ruin / G-ruin.

 
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Synalon

Choose another soldier
Q: Why the choice of Morninglord for the race?

Other Thoughts...

I'd drop Arcane Barrier and some of the EK abilities if your not going to really melee. (taking EK only up to Core 2) Then spend those extra points into Feydark Illusionist to get Core-5 "Familiars Reach". With the justification being that you can insta-kill and CC from extreme distances at no additional cost.

Side note: Its one of my favorate things to stand at extreme range and charm a Reaper and watch it destroy the mobs nearest it. Meanwhile the mobs will group together (attacking the reaper) , then I can CC or Insta the entire lot of them.

Primal Avatar's is really great for for a DC-Wizards. It's Mantle supports Acid, Poison, Force, while Ever Green can keep your spell points continually topped off. With other benefits like stat-gains, evasion, and temp-hitpoints. While it shouldn't replace Magus as your main ED, Primal's abilities allow for greater survivability and endurance in almost every situation. It's for that reason, I'd swap out Draconic instead. -Despite being awesome for a pure DPS caster, it doesn't make much sense for a DC Wizard to use it unless they're spec'ing for Ruin / G-ruin.
Well, I did put why in the guide, but I guess I can't necessarily fault you for not reading the entire novel at once. Sun Elf is because I only have 10 racial AP, so it doesn't really matter what race I choose, so long as it's an int race. Before my current life, I ran as a Drow. With more points, Deep Gnome is the best choice, yes. But Elves look nicer than Gnomes anyway, and I'm a fashion victim, so.

I do already take Enlarge. It is a great feat. The cost is of little consequence. There are other things in Feydark that would be nice, but I'd lose out on the int in EK, plus the defensive enhancements. I don't think it would be unviable though; worth trying maybe.

Primal Avatar is a good destiny, but it does not help our DPS enough to be worth it to me. I do not find I need the spell points from evergreen. Evasion and the +2 int are certainly tempting, but swapping mantles would significantly impact our DPS; one tick instead of 4 (or 5?), literally a quarter of the damage, except it would be even less because elemental spellpower will be lower than negative. And the cooldown reduction would be lost also. So I find Draconic more apt for our goals. Serviceable DPS is probably the trickiest thing to wring out of Wizard, and Draconic is the better option in that regard.
 

Hobgoblin

Less Nerfy Nerfy more fixy fixy
i hate this build.


i thought i was done with casters after all the uhmmm nerfs is the only word that wont get me banned.


and now i see this!

you post this and make me want to tr into dg wiz


rolls d20 fort save to not tr!
 

vik

Well-known member
Great writeup! The gear and spell info was great too!

Hopefully you can get a good curse so you can swap that Great Int feat!

I've been liking BoGW as well. It's so good on a CC build.

Channel Power: it's a nice one to have if you're soloing and have your other DC boosts on cool down. I like to hold block and use it for my first spell into a group of mobs. With MD's stupid high saves I've been needing it more than I'd like.

Primal: I agree with your decisions on the destinies, but the other big perk from it is that heal from Reborn in Fire. Even with the long cooldown I find myself using it a lot.

Surprisingly enough, summons are quite useful in r10. No, they do no damage, and they die in one hit most of the time. However, that means one hit not aimed at you - in fact, it often means several, as whole groups of enemies will often aggro on your lowly summon; though their murder will take but an instant, the murderers will then take their pleasure from the corpse, beating it many additional times for good measure. This interval gives you more time to cast spells, create space, and so on.
I lol'd. The number of times my poor shield golem died from an ettercap spitter or carrion crawler...

I do find mind fog useful for tough orange names: to keep them held longer after applying some debuffs first like crushing despair or hypno. But you have a stronger build than I do so you might not need it.

After reading this, I definitely need to try out Banishment again.

Why PW:Kill over a level 9 single target like Thunderstroke or Iceberg?
 
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Varr

Well-known member
Banishment is the good stuff. As is Draconic tier 4 free special components unlocking endless trap the souls every 10 sec which is a nice will save vs all the fort most of the necro instas are. I personally agree PW K could be slotted with another DSP spell. Taste preference there though. In primal, I use occasionally spring to summer for the party, but once you get the fancy new death curse, Shard Storm is my second hot key. Tap it before each encounter........pick up for me 972 situational temp hps.

PS, OP.......I just noticed you do not have Pull from the Wellspring. You are right there, if you can jigger over two points you get 1 min out every three with the boom. I'd try real hard to wedge that in.

Looking harder I see why, you don't have Wellspring of Power period. That would be what I would flip in for Pulse/Deific/Wrath if its in option during those two choices, if not carry on nothing to see here. Pretty significant shot in the arm to casting dps and your self healing auras that cycle about the same 3 min.
 
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DBZ

Well-known member
Misty morning, clouds in the sky
Without warning, a wizard walks by
Casting his shadow, weaving his spell
Long, grey cloak, tinkling bell
Never talking
Just keeps walking
Spreading his magic
Evil power disappears
Demons worry when the wizard is near
He turns tears into joy
Everyone's happy when the wizard walks by
Never talking
Just keeps walking
Spreading his magic
Sun is shining, clouds have gone by
All the people give a happy sigh
He has passed by, giving his sign
Left all the people feeling so fine
Never talking
Just keeps walking
Spreading his magic
 

Synalon

Choose another soldier
Exalted Angel - Bane of Undeath

Why this selection?

Basically you need to take that to have Turn Undead charges for Shadows Upon You. Like I say, if you have fewer destiny points, it's not really necessary. But it's a nice little debuff if you do.

Hopefully you can get a good curse so you can swap that Great Int feat!

Channel Power: it's a nice one to have if you're soloing and have your other DC boosts on cool down. I like to hold block and use it for my first spell into a group of mobs. With MD's stupid high saves I've been needing it more than I'd like.

I do find mind fog useful for tough orange names: to keep them held longer after applying some debuffs first like crushing despair or hypno. But you have a stronger build than I do so you might not need it.

Why PW:Kill over a level 9 single target like Thunderstroke or Iceberg?

Yes god I hope that also 🙄 or, when I get a new gearset with a 5-slot minor artifact, I can put +1 int and remove the feat.

Yeah, I think Channel Power is viable. I know some people use it a lot more, with blocking techniques and such to keep it up most of the time. I move around too much for this sort of thing, but it probably wouldn't be bad as a boost for the first couple spells, particularly if yes our DCs are not working so well.

That's a good use-case on Mind Fog. I may well swap back into it again; it's still a good spell.

PW: Kill is useful for difficult content with high monster saves, particularly since we can reset it. I regard it as a kind of crutch or supportive measure to help us cope in r10 new content where reaching no-fail is almost impossible. However, it may indeed be true that a level 9 dps spell is better here; I'd probably take Acid Well since acid is a great element, my acid spellpower seems to be higher, and it's AoE. Something to play around with.

PS, OP.......I just noticed you do not have Pull from the Wellspring. You are right there, if you can jigger over two points you get 1 min out every three with the boom. I'd try real hard to wedge that in.

Looking harder I see why, you don't have Wellspring of Power period. That would be what I would flip in for Pulse/Deific/Wrath if its in option during those two choices, if not carry on nothing to see here. Pretty significant shot in the arm to casting dps and your self healing auras that cycle about the same 3 min.

You're quite right. I'd love to take Wellspring. When I get an even int score, I'll be swapping it in and taking the ED ability straight away
 

vik

Well-known member
Channel power: from your videos it makes sense you didn't take it.

PW:Kill: I get what you're saying here, it's your oh sht button. I'm not running r10s so that may be why I don't need it.

You could also grab bdb instead of otto's irresistable and see how it works in your dps rotation. When I tried otto's irresistable enlarged I got killed anyway due to the mob getting a shot in. That may just be a skill issue, since I'm never sure how far enlarged touch range is and i'm usually out of range when I try to use it.

Hypnotic pattern: daze isn't great, but the duration is really good in reaper. I usually use it on ranged mobs/reapers while i deal with the stragglers that get through my CC.

What are your thoughts on fear since they changed the effect to cowering? I haven't had much luck with it but I'm curious what your thoughts are.

I'll have to try charming the veng reaper then cc'ing the gathered mobs. Good stuff.
 

Synalon

Choose another soldier
Channel power: from your videos it makes sense you didn't take it.

PW:Kill: I get what you're saying here, it's your oh sht button. I'm not running r10s so that may be why I don't need it.

You could also grab bdb instead of otto's irresistable and see how it works in your dps rotation. When I tried otto's irresistable enlarged I got killed anyway due to the mob getting a shot in. That may just be a skill issue, since I'm never sure how far enlarged touch range is and i'm usually out of range when I try to use it.

Hypnotic pattern: daze isn't great, but the duration is really good in reaper. I usually use it on ranged mobs/reapers while i deal with the stragglers that get through my CC.

What are your thoughts on fear since they changed the effect to cowering? I haven't had much luck with it but I'm curious what your thoughts are.

I'll have to try charming the veng reaper then cc'ing the gathered mobs. Good stuff.
I...actually have not tried fear recently at all. They changed it? So mobs cower in place now? Or I thought I read something about them moving at 25% speed...? In any case, I'll have to try it out!
 
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