Alright,(First time poster, be kind, Lol.)I just started a campaign with my friends, I am currently playing a Mage(Enchantment) and the rest of the part consists of: Tiefling WarlockHuman Fighter(Knight)Wilden RangerMinotaur ClericTiefling Mage (Me)T

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Alright,(First time poster, be kind, Lol.)

I just started a campaign with my friends, I am currently playing a Mage(Enchantment) and the rest of the part consists of: 

Tiefling Warlock
Human Fighter(Knight)
Wilden Ranger
Minotaur Cleric
Tiefling Mage (Me)

The first couple of sessions with the mage went fairly well, however the most recent session I had some cold dice and some bad luck. I got one shotted by the Boss in the encounter. Needless to say, I had a rough night that shook my faith in my mage. I feel like what I do is nice, but it is not necessary and I could better help the party in another way. I feel like playing as as warlord would be much better for the group. My own damage is not a concern to me as you will see by looking at my mage build, I just like to be effective. I loved having the "controll" on the battlefield as my mage, but honestly it doesnt seem to helpful to the part. Maybe the synergy is not there yet.

Needless to say I have been looking at warlord, I am love the idea of him and I love looking at the battlefield from a tactical standpoint. I love the idea of "wielding" the other pcs, and making them more effective. My mage controlled in a different way, pushing and pulling, daze and the like.

My real question is: Looking at our group, which do you guys feel will be more helpful. If so help in building them characters out the rest of the way. 


**Also Arcane familiar, is mainly for my characters rp purposes.





_________________________________________________________________________________________________

====== Created Using Wizards of the Coast D&D Character Builder ======
Reverence, level 7
Tiefling, Wizard (Mage)
School: Enchantment School
Expert Mage Option: Enchantment School Expert
Renegade Red Wizard (+2 to Stealth)
Theme: Renegade Red Wizard

FINAL ABILITY SCORES
STR 9, CON 13, DEX 10, INT 21, WIS 13, CHA 18

STARTING ABILITY SCORES
STR 9, CON 13, DEX 10, INT 18, WIS 13, CHA 15


AC: 20 Fort: 16 Ref: 20 Will: 21
HP: 47 Surges: 7 Surge Value: 11

TRAINED SKILLS
Arcana +15, Diplomacy +14, Dungeoneering +9, Insight +9

UNTRAINED SKILLS
Acrobatics +3, Athletics +2, Bluff +11, Endurance +4, Heal +4, History +10, Intimidate +7, Nature +4, Perception +4, Religion +8, Stealth +7, Streetwise +7, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
Wizard Utility: Suggestion
Wizard Utility: Mage Hand
Wizard Utility: Chameleon's Mask
Wizard Attack 1: Phantom Chasm
Wizard Attack 1: Horrid Whispers
Wizard Attack 1: Charm of Misplaced Wrath
Wizard Attack 1: Illusory Obstacles
Wizard Attack 1: Hypnotism
Wizard Attack 1: Beguiling Strands
Wizard Attack 1: Magic Missile
Wizard Utility 2: Shield
Wizard Utility 2: Glib Tongue
Wizard Attack 3: Maze of Mirrors
Wizard Attack 3: Color Spray
Wizard Attack 5: Tasha's Forcible Conscription
Wizard Attack 5: Visions of Avarice
Wizard Utility 6: Emerald Eye
Wizard Utility 6: Fire Shield
Wizard Attack 7: Charm of the Defender
Wizard Attack 7: Phantom Foes

FEATS
Level 1: Orb Expertise
Level 2: Arcane Familiar
Level 4: Improved Defenses
Level 6: Imperious Majesty

ITEMS
Robe of Scintillation Cloth Armor (Basic Clothing) +2 x1
Orb of Mental Dominion +2 x1
Amulet of Protection +2 x1
====== End ======

__________________________________________________________________________________________________________


====== Created Using Wizards of the Coast D&D Character Builder ======
Ideal, level 7
Tiefling, Warlord (Marshal)
Warlord Option: Combat Leader
Commanding Presence Option: Tactical Presence
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 19, CON 10, DEX 8, INT 18, WIS 10, CHA 17

STARTING ABILITY SCORES
STR 18, CON 10, DEX 8, INT 15, WIS 10, CHA 15


AC: 22 Fort: 19 Ref: 20 Will: 18
HP: 61 Surges: 7 Surge Value: 15

TRAINED SKILLS
Athletics +10, Diplomacy +11, History +12, Intimidate +11

UNTRAINED SKILLS
Acrobatics –1, Arcana +7, Bluff +8, Dungeoneering +3, Endurance +1, Heal +3, Insight +3, Nature +3, Perception +3, Religion +7, Stealth +1, Streetwise +6, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Tiefling Racial Power: Infernal Wrath
Warlord Feature: Inspiring Word
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Intuitive Strike
Warlord Attack 1: Vengeance is Mine
Warlord Attack 1: Lead the Attack
Warlord Utility 2: Adaptive Stratagem
Warlord Attack 3: Devastating Offensive
Warlord Attack 5: Stand the Fallen
Warlord Utility 6: Reorient the Axis
Warlord Attack 7: Surprise Attack

FEATS
Level 1: Imperious Majesty
Level 2: Improved Defenses
Level 4: Heavy Blade Expertise
Level 6: Shield Proficiency: Heavy

ITEMS
Aftershock Longsword +2 x1
Tactician's Chainmail +1 x1
Iron Armbands of Power (heroic tier) x1
Heavy Shield x1



 


Alright,(First time poster, be kind, Lol.)

I just started a campaign with my friends, I am currently playing a Mage(Enchantment) and the rest of the part consists of: 

Tiefling Warlock
Human Fighter(Knight)
Wilden Ranger
Minotaur Cleric
Tiefling Mage (Me)

....

My real question is: Looking at our group, which do you guys feel will be more helpful. If so help in building them characters out the rest of the way. 





The first thing you need to know is Dungeons and Dragons is that it's a game - it's about having fun. If you don't know what you want to play then the best way to find out is to try it out some options. 

While I'm certainly not one of the experts on CharOp, from what I can tell you have two Strikers (Warlock and Ranger), a Defender (Knight) and a Leader (Cleric). Since the Cleric is a Minotaur I'll take a guess that it may be a Battle Cleric? Or does it hand out lots of healing?

Anyway you have enough strikers and defenders, so a controller - your enchanter - would be fine. Another leader is good to - and warlord is a very good class. Your party would be fine with either class. If the Minotaur doesn't do healing then Warlord would be by far my prefered choice.

Now onto the two characters you have. I've played Mages far more than Warlords, so other people may be able to give you better advice with them.

Mage - 
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Your Background seems to be for roleplaying. High Imaskar, Ikemmu, Thay, Auspicious Birth would be better. You can always write your own story as to where your background is actually from. Your ability scores don't add up, so I'll assume you have the following

8/10/10/18+2/11/14+2

with Intelligence and Charisma as the +1's at level 4.

For powers,

I would ask why do you have Beguiling Strands instead of Winged Horde.
Your level 1 daily should be Sleep. Period.
And the rest are alright. 

For feats, there are some changes you should consider.

I would change Improved Defenses to Superior Implement (Crystal Orb).
If you can ask your DM for arcane familiar as a free feat then beguiling enchantment would be a good choice. 

Irrefutable armor will serve you better as hitting something means your effects will apply.

Warlord -
-----------
Again you have magical stats, so here are the ones I think you should have
18/10/8/13+2/10/13+2

and that you chose Strength and Intelligence as your level 4 +1's. 

Your powers seem fine.

I would switch some of your feats around, maybe Imperious Majesty to either Tactical Adjustment or Improved Tactics. Also you could save gold over time by using a flaming weapon with Hellfire blood, replacing improved defenses. With a +1 Flaming weapon that gives you the same bonus to attack and damage and +1600 gold, and spending 360 gp on a +1 Amulet of protection would give you the same stats and an additional 1240 gp. 

Your AC was only 22 when I tested the build. Maybe spend that additional gp on the magic chainmail +2 instead? That would bring you to 24 AC.
-------
The end result is that the class you want to play is your choice. Try to make it easier on yourself by imagining what you want your character to do, then worry about the specifics. 
You need Unarmored Agility on the Mage more than you need a familiar (familiar can actually be a good feat, but not in early heroic). The thing you're going to realize about Controllers is that in a lot of ways they are the most tactically difficult class to play. As someone new to 4e you shouldn't expect to play one well (yet), but there is nothing terribly wrong with your build (though I'd re-allocate your stats a little, as there are some feats in Paragon you're going to want to qualify for). Just keep playing the Mage and thinking about what you could have done better/what effects your spells have.

Easy example is at level 9 you get Wall of Fire. You go into an encounter that has a bunch of melee guys, but split up. Put the Wall of Fire between the two groups. You just cut the encounter in half. By the time the other monsters get through the wall, they'll be nicely softened up and the ones on your parties side will be dead or nearly dead. But this only works in some encounters. That is the key part about Mages, they really have stunningly good dailies and each deals well with slightly different encounter set ups.
I forgot to mention that, we are at a 28 point buy for our stats.
The reason I took beguiling strands, if I was sticking with powers that had the Enchantment key words, since that is the kind of mage I was.

The cleric is definitely healing very well right now, but he has a lot of buffs. It seems like he is trying to be the best of both worlds.

I will definitely switch out for unarmored agility, Alcestis and looking at sleep for a daily. I didnt even think of that fire weapon thing for the warlod, and I will look at his armor choice. 
Being one-shotted is extremely harsh.  I've never seen that in one of my games and it makes me think your DM might have altered or created that monster without a full understanding of balance.  It also speaks to the failure of your defender and maybe the cleric to hold the BBEG and weaken it.  Your build is really not that bad (although I'd agree with the changes that have been suggested, as well as a better theme).  I wasn't there, but I'm not sure your bad night was really your fault at all.
Being one-shotted is extremely harsh.  I've never seen that in one of my games and it makes me think your DM might have altered or created that monster without a full understanding of balance.  It also speaks to the failure of your defender and maybe the cleric to hold the BBEG and weaken it.  Your build is really not that bad (although I'd agree with the changes that have been suggested, as well as a better theme).  I wasn't there, but I'm not sure your bad night was really your fault at all.

He may have made it using PC stats.  Something that used to be done.

PC's can 1-shot PC's easily enough.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I decided to stick with the wizard, I am use to being the wiz/cleric in the group and love the tactical gameplay. I will save the warlord for another time, I like the class it seems like fun and its different from what I am use to playing. Especially with the since that I am making my team better, which is what I aim to do.

Here are the changes I have made, any other tips would be great paragon paths, etc Focusing on just hard controll really.

Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Reverence, level 7 Tiefling, Wizard (Mage)
School: Enchantment School
School: Illusion School
Expert Mage Option: Enchantment School Expert
Thay (Thay Benefit)
Theme: Scholar

FINAL ABILITY SCORES

STR 9, CON 13, DEX 10, INT 21, WIS 13, CHA 18 STARTING ABILITY SCORES STR 9, CON 13, DEX 10, INT 18, WIS 13, CHA 15

AC: 22
Fort: 16
Ref: 20
Will: 21

HP: 55
Surges: 7
Surge Value: 13

TRAINED SKILLS Arcana +13, Diplomacy +14, Dungeoneering +9, History +13, Insight +9
UNTRAINED SKILLS Acrobatics +3, Athletics +2, Bluff +11, Endurance +4, Heal +4, Intimidate +7, Nature +4, Perception +4, Religion +8, Stealth +5, Streetwise +7, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Scholar Utility: Use Vulnerability
Tiefling Racial Power: Infernal Wrath
Wizard Utility: Suggestion
Wizard Utility: Mage Hand
Wizard Utility: Chameleon's Mask

Wizard Attack 1: Phantom Chasm
Wizard Attack 1: Sleep
Wizard Attack 1: Charm of Misplaced Wrath
Wizard Attack 1: Illusory Obstacles
Wizard Attack 1: Beguiling Strands
Wizard Attack 1: Winged Horde
Wizard Attack 1: Magic Missile
Wizard Utility 2: Shield
Wizard Utility 2: Glib Tongue
Wizard Attack 3: Maze of Mirrors
Wizard Attack 3: Color Spray
Wizard Attack 5: Tasha's Forcible Conscription
Wizard Attack 5: Visions of Avarice
Wizard Utility 6: Emerald Eye
Wizard Utility 6: Fire Shield
Wizard Attack 7: Charm of the Defender
Wizard Attack 7: Phantom Foes
FEATS
Level 1: Orb Expertise Level
2: Unarmored Agility
Level 4: Superior Implement Training (Crystal orb)
Level 6: Imperious Majesty

ITEMS
Amulet of Protection +2 
1 Irrefutable Cloth Armor (Basic Clothing) +2
Crystal orb of Mental Dominion +2
====== End ======
I probably wouldn't take the Suggestion cantrip when your Diplomacy is higher than your Arcana Smile
I probably wouldn't take the Suggestion cantrip when your Diplomacy is higher than your Arcana



Just noticed that... and fixed.

My DM requested we come up with a list of magic items we are looking for on our characters, level 5-10. What are some thing I should put on the list?

You might want to check the following guides for suggestions

A list of items
Weapons of Legacy

Some items for the wizard
The Power of Knowledge  (outdated guide but a good start for you)

Off the top of my head, I can give some suggestions but there may be much better items for your character.

Amulet of Protection +2

Irrefutable cloth armor +2 or Bloodthread cloth armor +2, your choice

Elven Chain shirt (heroic)

Staff of Sleep and Charm



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