LFA...Optimized Pyromancer...Firebomber 2.0

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Trying to produce a firebomber, this is my second go around after getting some advice...surprised there aren't more build templates online, so maybe I'm missing something...came up with 2 versions, one Genasi, one Tiefling...decided on the Genasi because it gets an 'extra' feat since Tiefling takes 2 feats to maximize atk and damage...This is useful since you can have all of your major feats done at level 12... here is a snapshot...any advice is appreciated and advice on where to go from here would be nice as well.

Genasi Mage Pyromancer - Master of Flames

Level 12:
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====== Created Using Wizards of the Coast D&D Character Builder ======
Fire2, level 12
Genasi, Wizard (Mage), Master of Flame
School: Evocation School
School: Pyromancy School
Expert Mage Option: Evocation School Expert
Master Mage Option: Pyromancy School Master
Arcane Admixture Damage Type: Arcane Admixture Fire
Elemental Manifestation Option: Cindersoul
Auspicious Birth (Auspicious Birth Benefit)
Theme: Infernal Prince
 
FINAL ABILITY SCORES
STR 21, CON 9, DEX 14, INT 23, WIS 9, CHA 9
 
STARTING ABILITY SCORES
STR 16, CON 8, DEX 13, INT 18, WIS 8, CHA 8
 
 
AC: 22 Fort: 22 Ref: 22 Will: 17
HP: 77 Surges: 5 Surge Value: 19
 
TRAINED SKILLS
Arcana +17, History +17, Insight +10, Religion +17
 
UNTRAINED SKILLS
Acrobatics +8, Athletics +11, Bluff +9, Diplomacy +7, Dungeoneering +5, Endurance +9, Heal +5, Intimidate +9, Nature +7, Perception +5, Stealth +8, Streetwise +5, Thievery +8
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Infernal Prince Attack: Hellfire Heart
Genasi Racial Power: Firedeath
Wizard Utility: Mage Hand
Wizard Utility: Spook
Wizard Utility: Chameleon's Mask
Wizard Attack 1: Fountain of Flame
Wizard Attack 1: Sleep
Wizard Attack 1: Burning Hands
Wizard Attack 1: Skewering Spikes
Wizard Attack 1: Arc Lightning
Wizard Attack 1: Scorching Burst
Wizard Attack 1: Magic Missile
Wizard Utility 2: Expeditious Retreat
Wizard Utility 2: Feather Fall
Wizard Attack 3: Fire Shroud
Wizard Attack 3: Maze of Mirrors
Wizard Attack 5: Fireball
Wizard Attack 5: Visions of Avarice
Wizard Utility 6: Fire Shield
Wizard Utility 6: Dimension Door
Wizard Attack 7: Fire Burst
Wizard Attack 7: Lightning Bolt
Wizard Attack 9: Melf's Minute Meteors
Wizard Attack 9: Firescythe
Wizard Utility 10: Feywild Spell Surge
Wizard Utility 10: Blur
Master of Flame Attack 11: Fanning the Flames
Master of Flame Utility 12: Burning Transformation
 
FEATS
Level 1: Elemental Empowerment
Level 2: Wand Expertise
Level 4: Dual Implement Spellcaster
Level 6: Destructive Wizardry
Level 8: Superior Implement Training (Dragontooth wand)
Level 10: Burn Everything
Level 11: Fiery Blood
Level 12: Arcane Admixture
 
ITEMS
Flame Dragontooth wand +3 x1
Dragontooth wand of Fire +3 x1
====== End ======


Scorching Burst Breakdown:
Attack:
+6 INT
+6 Level
+3 Enhancement Bonus
+1 Power - Infernal Prince
+2 Wand Expertise
+1 Superior Implement Bones - Dragontooth Wand
-----
+19

Damage:
+6 INT
+3 Enhancement Bonus
+3 off hand enhancement
+5 Elemental Empowerment
+2 Pyromancy Apprentice
+3 Fiery Blood
+2 Flame Wand
+2 Superior Implement - Dragontooth wand
+3 Siberys Shard of the Mage (Paragon, not listed above but will be included)
+1 Burning Gauntlets (Heroic)
+3 Destructive Wizardry (assuming I'm hitting 2 targets)
----
+33 Damage

1 Round Nova (could do more with a setup round perhaps):
Minor: Burning Transformation (+5 bonus to damage rolls)
Move: Expeditious Retreat (to setup the placement of the attack if necessary)
Standard: Fireball (4d6 + 38)
No Action: Hellfire Heart (+9 dmg, one target only)
Action Point
Standard: Firescythe (3d8 + 38)
For a total of:
---------
4d6 + 3d8 + 76 / creature hit, with one creature taking 9 more on top of that.
AVG DMG: 103.5 / creature hit.

Thoughts?

What other house rules are in place apart from being able to have 8 in multiple stats.

Tieflings are more accurate with fire powers then Genasi. Genasi are more defensive (Cindersoul)

Pyromancy School Master is wasted with no Con bonus. 

Burn Everything comes up when fighting fire immune monsters since you already ignore resistances as an apprentice pyromancer. 
I just posted an Elementalist/Lyrandar Wind-Rider build with a +29 fixed modifier at level 12, thinking it may be the fixed-modifier king. Of course, my build, um, follows the rules and assumes that its targets may just shoot back at him. ;)

Trying to parse something useful from your work, let's assume starting Str 15 and Int 17 to avoid broken stats. Then:

+6 INT
+3 Enhancement Bonus
+2 off hand enhancement (no way you can afford a second +3 implement in a real campaign)
+5 Elemental Empowerment
+2 Pyromancy Apprentice
+3 Fiery Blood
+2 Flame Wand
+2 Superior Implement - Dragontooth wand
+1 Siberys Shard of the Mage (again, you do plan to wear some kind of armor, right?)
+0 Burning Gauntlets (Heroic) (let's not count dailies)
+3 Destructive Wizardry (assuming I'm hitting 2 targets) (highly situational)

That's +26 in reliable modifiers and +29 when 2+ monsters are foolish enough to cluster up in your presence. That would be real impressive if your build lived long enough to exploit this. ;) Adding Unarmored Agility and Improved Defenses probably brings you to a flat +26 damage as a realistic goal.  
     
My advice is 2 words:  Enlarge Spell.

Find a way to get it.  It is so useful and the ability to expand a burst or blast will likely come up every fight.

Daren
What other house rules are in place apart from being able to have 8 in multiple stats.

Tieflings are more accurate with fire powers then Genasi. Genasi are more defensive (Cindersoul)

Pyromancy School Master is wasted with no Con bonus. 

Burn Everything comes up when fighting fire immune monsters since you already ignore resistances as an apprentice pyromancer. 



Yea, sorry forgot to mention, house rules are like ddo, 34 point build, nothing lower than 8 but you can have multiple dump stats.
I'm pretty sure that having multiple 8s is *not* a houserule (unless you are playing LFR.)
I'm pretty sure that having multiple 8s is *not* a houserule (unless you are playing LFR.)


PHB page 17-18.  Point-buy (method 2) doesn't permit you to have more than one score lower than 10, since you start with 8, 10, 10, 10, 10, 10 and aren't permitted to lower scores.
[20:53] [SadisticFish] yeah Llamas convinced me
I'm pretty sure that having multiple 8s is *not* a houserule (unless you are playing LFR.)


PHB page 17-18.  Point-buy (method 2) doesn't permit you to have more than one score lower than 10, since you start with 8, 10, 10, 10, 10, 10 and aren't permitted to lower scores.



OK, but with rolling dice, you can end up with multiple scores below 8.  Therefore, not a houserule.

Also, the rules say you can't lower any scores?  I don't remember seeing that one. 
I'm pretty sure that having multiple 8s is *not* a houserule (unless you are playing LFR.)


PHB page 17-18.  Point-buy (method 2) doesn't permit you to have more than one score lower than 10, since you start with 8, 10, 10, 10, 10, 10 and aren't permitted to lower scores.



OK, but with rolling dice, you can end up with multiple scores below 8.  Therefore, not a houserule.

Also, the rules say you can't lower any scores?  I don't remember seeing that one. 



Is there any chart somewhere that shows how many points you get back for doing so?

No.
Another day, another three or four entries to my Ignore List.
I'm pretty sure that having multiple 8s is *not* a houserule (unless you are playing LFR.)


PHB page 17-18.  Point-buy (method 2) doesn't permit you to have more than one score lower than 10, since you start with 8, 10, 10, 10, 10, 10 and aren't permitted to lower scores.



OK, but with rolling dice, you can end up with multiple scores below 8.  Therefore, not a houserule.

Also, the rules say you can't lower any scores?  I don't remember seeing that one. 



Is there any chart somewhere that shows how many points you get back for doing so?

No.



That doesn't mean that having 8 in more than one stat is a houserule because you can have more than one 8 in your stats because of poor dice roles.  Now, if the OP had stated that they used a stat array or point buy, then sure ... say it's a houserule.  (Those are still allowed in homebrew games, by the way.)
Rancid_rogue, how exactly are you using the Siberys Shard of the Mage?  You cannot augment a wand with that shard.  It requires a weapon.

By the way, here is my Genasi Pyromancer.  He is level 13 and is an LFR character.


Ashar

====== Created Using Wizards of the Coast D&D Character Builder ======
Ashar, level 13
Genasi, Mage, Paragon Multiclassing
Level 1 Apprentice Mage: Pyromancy Apprentice
Level 4 Apprentice Mage: Evocation Apprentice
Level 5 Expert Mage: Pyromancy Expert
Level 8 Expert Mage: Evocation Expert
Master Mage: Evocation Master
Arcane Admixture Damage Type: Arcane Admixture Fire
Elemental Manifestation: Firesoul
Firepulse: Firepulse Strength
Arcane Admixture Power: Storm Pillar
Background: Born Under a Bad Sign, Akanûl (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 20, Con 13, Dex 11, Int 21, Wis 9, Cha 14.


STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 8, Cha 12.



AC: 23 Fort: 24 Reflex: 25 Will: 23
HP: 79 Surges: 7 Surge Value: 19


TRAINED SKILLS
Arcana +19, Nature +12, History +16, Religion +16


UNTRAINED SKILLS
Acrobatics +6, Bluff +10, Diplomacy +8, Dungeoneering +5, Endurance +11, Heal +5, Insight +5, Intimidate +12, Perception +5, Stealth +6, Streetwise +8, Thievery +7, Athletics +11


FEATS
Level 1: Superior Implement Training (Cinder wand)
Level 2: Elemental Empowerment
Level 4: Arcane Prodigy
Level 6: Novice Power
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Sorcerous Power
Level 12: Arcane Admixture


POWERS
Level 1 Mage At-Will Powers: Storm Pillar
Level 1 Mage At-Will Powers: Scorching Burst
Level 1 Mage Daily Powers: Fountain of Flame
Level 1 Mage Daily Powers: Flaming Sphere
Paragon Multiclassing: Fog Form
Paragon Multiclassing: Blazing Bolts
Level 1 Mage Encounter Powers: Burning Hands
Level 1 Mage Encounter Powers: Darkening Flame
Mage Cantrips: Prestidigitation
Mage Cantrips: Suggestion
Mage Cantrips: Light
Level 2 Mage Utility Powers: Feather Fall
Level 2 Mage Utility Powers: Expeditious Retreat
Level 3 Mage Encounter Powers: Fire Shroud
Level 3 Mage Encounter Powers: Cinderfall
Level 5 Mage Daily Powers: Bigby's Icy Grasp
Level 5 Mage Daily Powers: Fireball
Level 6 Mage Utility Powers: Darklight (retrained to Lightning Shift at Acolyte Power)
Level 6 Mage Utility Powers: Fire Shield
Level 7 Mage Encounter Powers: Fire Sea Travel
Level 7 Mage Encounter Powers: Fire Burst
Level 9 Mage Daily Powers: Wall of Fire
Level 9 Mage Daily Powers: Firescythe
Level 10 Mage Utility Powers: Blur
Level 10 Mage Utility Powers: Mass Resistance
Level 13 Mage Encounter Powers: Blackening Pyre
Level 13 Mage Encounter Powers: Wake of Fire


ITEMS
Adventurer's Kit, Climber's Kit, Distance Dagger +2, Apprentice's Cinder wand +3, Shimmering Cloth Armor (Basic Clothing) +2, Amulet of Protection +3, Boots of Striding (heroic tier), Burglar's Gloves (heroic tier), Crown of Equilibrium (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



He's currently only +14 to hit, but he does +23 in static damage on Arcane fire implement attacks.  His Storm Pillar is Arcane Admixtured for fire, so he does 1d6+23 per square an enemy moves adjacent to the pillar.  Quite deadly if the enemy is stupid enough to move past it or I have allies who can force move something on it's own turn.

At 14, he's going to pick up Wand Expertise, finally.  I'm not sure how else to boost his to-hit, aside from bumping his stats at 14 and getting him a better implement.....
Going Fire, use Tiefling.

If making a Blaster Wizard from a Genasi, go Lightning and/or Thunder.

Do not PMC Sorcerer. I am not sure where exactly this terrible idea got started, but even at Epic it works out to 8-9 damage for five feats and your PP. That is pathetically bad.