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CB: Master of Minions

Updated Fri, Feb 13, 2009 by Darkgolem

The Master of Minions

By Darkgolem

The master of minions is a person who likes to have lots of friends.  With excellent abilities to penetrate spell resistance, skills in necromancy and enchantment, and the ability to create iron, steel and mithril guardian minions, the master of minions always has followers available.  In an adventure, the master of minion can create undead (make sure to have control undead available), plus summon a flaming sphere (use heighten) and summon a monster or a guardian (the guardians are generally better).  Plus the master can charm large numbers of monsters to assist.  Using basic area of effect buffs such as haste makes the master of minions a formidable general of a dangerous army.

In combat, the master should avoid bringing attention to him or her self.  Instead, stay in the rear and allow your allies to do your work.  Occasionally take the time take out key targets, preferrably with a necromatic or enchantment spell.  Remember to charm allies over time, so they don't all snap out of it at the same time.  It is wise, if you summon mummies, to carry around remove disease and curse potions.

The master of minions has force spells as a minor focus so as to be able to repair guardians in combat.  Finally, recall that extend does not extend the time between saves for charm and similar spells.  Quicken should be used when in duress or to avoid losing concentration checks.

Starting abilities:
Human (28 pt) Human (with Bonuses) Human (32 point)
Str 10  
Str 10 Str 10
Dex 10 
Dex 10 Dex 12
Con 12 Con 12 Con 14
Int 18 Int 25
Int 18
Wis 10 Wis 10 
Wis 10
Cha 10 Cha 10
Cha 10
           
(Below information based upon 28 point build, level 14)

Hit Points: 90

Armor Class: 10 + Items/spells

Charmed MinionsSaving Throws:
Fortitude: +5
Reflex: +4
Will: +9

Class/Race Features:
Bonus Feat at level 1
+4 Skill Points at level 1, +1 sp/level after

Skills:
Haggle + 3 1/2
Concentration +18
Repair +24
Heal +8 1/2
Hide +8 1/2
Move Silently +8 1/2
Swim +8 1/2,
Jump +8 1/2

Feats: Extend Spell, Mental Toughness, Spell Focus: Enchantment, Spell Focus: Necromancy, Heighten Spell, Greater Spell Focus: Enchantment, Greater Spell Focus: Necromancy, Quicken Spell, Spell Penetration

Enhancements:
Energy of the Scholar 4
Wizard Repair 1
Force Manipulation 2
Wizard Concentration 1
Wizard Intelligence 3
Human Improved Recovery 1
Wizard Repair 2
Iron Companion
Lineage of Force 1
Human Versatility 1
Steel Companion
Improved Heightening 1
Human Adaptability Intelligence 1
Mithril Companion
Improved Spell Penetration 3

Spells:
Spell Points: 1026 (680 Base + 110 Enhancements + 75 Feats + 161 Ability Scores)
(wizard spells not shown, since all spells available to wizards)


Detailed progression by level:

Level 1
Class: Wizard
Feats: Extend Spell, Mental Toughness, Spell Focus: Enchantment
Skills: Concentration +4, Repair +4, Heal +2, Hide +2, Move Silently +2, Swim +2, Jump +2,
Enhancements: Energy of the Scholar 1, Wizard Repair 1, Force Manipulation 1, Wizard Concentration 1

Level 2
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2
Enhancements: Wizard Intelligence 2, Human Improved Recovery 1

Level 3
Class: Wizard
Feats: Spell Focus: Necromancy
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2
Enhancements: Lineage of Force 1, Human Versatility 1

Level 4
Class: Wizard
Ability Score: Intelligence +1
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2
Enhancements: Wizard Repair 2, Iron Companion

Buffing MinionsLevel 5
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2
Feats: Heighten Spell
Enhancements: Steel Companion, Improved Heightening 1

Level 6
Class: Wizard
Feats: Greater Spell Focus: Enchantment
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2
Enhancements: Human Adaptability Intelligence 1, Energy of the Scholar 2

Level 7
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2
Enhancements: Wizard Intelligence 2

Level 8
Class: Wizard
Ability Score: Intelligence +1
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Mithril Companion, Improved Spell Penetration 1

Level 9
Class: Wizard
Feats: Greater Spell Focus: Necromancy
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Energy of the Scholar 3

Level 10
Class: Wizard
Feats: Quicken Spell
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Wizard Intelligence 3

Level 11
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Improved Spell Penetration 2

Level 12
Class: Wizard
Feats: Spell Penetration
Ability Score: Intelligence +1
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Force Manipulation 2

Level 13
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Energy of the Scholar 4

Level 14
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move Silently +1/2, Swim +1/2,  Jump +1/2, Haggle +1/2
Enhancements: Improved Spell Penetration 3



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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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