Dont listen, FF FTW!kk, new direction
Gnome, Wizard, lvl 11, first life.
I'm thinking about picking a shroud: Lich, Vampire, Wraith or Mummy.
I'm leaning toward Wraith, mostly because "you float as if affected by featherfall"
Okay, does that mean I would have Featherfall, when in this form?
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character planner for looking ahead* for actual playability Voodu Spice has 1K videosI also don't know how to look ahead to find some of these other features that have been mentioned...
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as a note all 3 shrouds stackIf you melee it Vamp all day. First time you run Sharn and dominate the Iron Golems you will know why. Trading 2 con for 2 wis/cha and +1 ENC DC is a fair trade.
PS there are two level 4 spells you must load. A neg burst and aura pair that provide you all the healing you need thru 20.
This is when you get access to the tier-5 enhancements and level 12 cores, so it's a good time to reassess what you want your toon to do.I just made lvl 12
Undead forms use negative-energy spells to (un)heal. For a Pale Master wizard, that means Negative Energy Burst (NEB) and the Death Aura spells. Vampire form also grants this effect: "Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Wizard level."But I don't know what "negative healing" is or how to get it, so the Vamp thing might be nice.
Old-school DnD term: originally referred to githyanki fighter / mages, eventually became a generic term for this sort of arcane melee/magic hybrid. Eldritch Knight was originally a 3e DnD prestige class, but DDO don't do prestige classes; so it became an Enhancement tree for wizards and sorcerers.I made the Wizzy to BE a caster, but the mechanics seem to be making me a "gish"?
(hadn't seen the term before </lol>)
The trick is to take advantage of the spell-like abilities (SLAs) from the caster trees which can be metamagic'ed without increasing their SP cost. Also learning how to group mobs then kite them thru AoE DoTs like Death Aura and Wall of Fire.I don't seem to have enough mana to push through a dungeon...
Casting on things the entire way (solo, remember)
But if abuse Eldritch Strike and either/or DA & NEB, I'm doing good.
TBH dropping the Skeletal Knight to focus on more spell DPS enhancements - like maxing out the INT and spell critical line - is a more optimal use of APs. But you're a first-lifer, which is a good time to experiment for fun. From EK I picked up the major survivability buffs: Improved Mage Armor + Shield + Arcane Barrier. Also can equip light armor for more PRR and higher MRR cap (though at level 12 it doesn't matter yet). You can also go more glass-cannon by putting those points into Archmage instead; or put points into gnome tree for more INT and Greater Color Spray.Enhancements (Spent: 48 +0r +0u / Max: 48 +0r +0u AP)
Pale Master (35 AP)Eldritch Knight (Wizard) (13 AP)
- Dark Reaping, Shroud of the Wraith, Ghost in the Wind, +2 Necromancy DC
- Necrotic Touch III, Negative Energy Conduit III, Spell Critical, Skeletal Knight III
- Spell Critical, Corpsecrafter III
- Necrotic Bolt III, Negative Energy Adept III, Eternal Furor III
- Unholy Avatar
- Necrotic Blast III, Ascendant Shroud
- Eldritch Strike, Spellsword, Imbue the Blade
- Improved Mage Armor III, Item Defense I
- Improved Shield III, Mystic Wards I
- Arcane Barrier