Orbizard

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Yet another build I had not seen about these forums, the Orbizard. Here we go again...

Wizard/Wizard of the Spiral Tower/Archmage



Orbizard, L1

Race: Human
Class: Wizard
Implement Mastery: Staff of Defense

Ability Scores, with racial adjustments:
Str 8 (-1)
Con 12 (+1)
Dex 10 (+0)
Int 20 (+5)
Wis 12 (+1)
Cha 12 (+1)

Basic Melee
Dagger: +2 vs. AC (1d4-1 damage)

Default Save Penalty: +0

HP: 27; Bloodied: 13; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/12/16/14
Initiative: +4; Speed: 6

Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: grasping shadows
Daily Powers: flaming sphere, sleep
Daily Spell Slots:
Level 1 or lower - 1

Skills: Arcana (+10), Dungeoneering (+6), History (+10), Insight (+6), Religion (+10)
Feats: Improved Initiative, Toughness
Rituals: comprehend language, silence, Tenser's floating disk

Gear: dagger, orb, spellbook, staff, standard adventurer's kit, 14 gp


Levels 2-10

L2. +4 HP, +1 to all level-dependent abilities, new feat: Armor Proficiency (leather), new utility powers: expeditious retreat, shield

L3. +4 HP, new encounter power: color spray

L4. +4 HP, +1 to all level-dependent abilities, +1 Int (21), +1 Wis (13), new feat: Blade Initiate

L5. +4 HP, new daily powers: phantasmal assailant, web, new rituals: enchant magic item, transfer enchantment

L6. +4 HP, +1 to all level-dependent abilities, new feat: Implement Expertise (orbs), new utility powers: dimension door, wall of fog

L7. +4 HP, new encounter power: winter's wrath

L8. +4 HP, +1 to all level-dependent abilities, +1 Int (22), +1 Wis (14), new feat: Acolyte Power (fate-spurned foe), new utility power: fate-spurned foe (replaces dimension door, wall of fog)

L9. +4 HP, new daily powers: ice storm, wall of fire

L10. +4 HP, +1 to all level-dependent abilities, new feat: Weapon Proficiency (longsword), new utility powers: blur, resistance


Orbizard, L11

Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower

Ability Scores, with racial adjustments:
Str 9 (-1)
Con 13 (+1)
Dex 11 (+0)
Int 23 (+6)
Wis 15 (+2)
Cha 13 (+1)

Basic Melee
+2 cunning longsword: +7 vs. AC (1d8+1 damage)

Default Save Penalty: -2 (-3 v. Will defense)

Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -2
Orb of Ultimate Imposition (Daily) -1

Maximum Penalty: -7 (-8 v. Will defense)

HP: 73; Bloodied: 36; Surges: 7 (18 HP)
AC/Fort/Ref/Will: 27/21/25/23
Initiative: +11; Speed: 6

Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: color spray, grasping shadows, the one sword, winter's wrath
Daily Powers: flaming sphere, ice storm, phantasmal assailant, sleep, wall of fire, web
Utility Powers: blur, expeditious retreat, fate-spurned foe, resistance, shield
Daily Spell Slots:
Level 1 or lower - 1
Level 5 or lower - 1
Level 9 or lower - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1

Skills: Arcana (+16), Dungeoneering (+12), History (+16), Insight (+12), Religion (+16)
Feats: Acolyte Power (fate-spurned foe), Armor Proficiency (leather), Blade Initiate, Implement Expertise (orbs), Improved Initiative, Second Implement (orb), Toughness, Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, raise dead, silence, Tenser's floating disk, transfer enchantment

Gear:
+2 cunning longsword
+2 battle harness leather armor
+2 cloak of resistance
+1 orb of ultimate imposition
+1 defensive staff
Belt of vim +1
Gloves of piercing
Phrenic crown (heroic tier)
Mindiron vambraces (heroic tier)
Spellbook
Standard adventurer's kit

Changes from L10:
+10 HP, +1 Str (9), +1 Con (13), +1 Dex (11), +1 Int (23), +1 Wis (15), +1 Cha (13), new encounter power: the one sword, new feat: Second Implement (orb), new paragon path: Wizard of the Spiral Tower, new rituals: disenchant magic item, raise dead


Levels 12-20

L12. +4 HP, +1 to all level-dependent abilities, new feat: Spell Focus, new utility power: shape the dream

L13. +4 HP, new encounter power: prismatic burst (replaces color spray)

L14. +4 HP, +1 to all level-dependent abilities, +1 Int (24), +1 Wis (16), new feat: Melee Training (Intelligence)

L15. +4 HP, new daily powers: prismatic beams, wall of ice (replace flaming sphere, ice storm), new rituals: eye of warning, passwall

L16. +4 HP, +1 to all level-dependent abilities, new feat: Action Surge, new utility powers: displacement, stoneskin

L17. +4 HP, new encounter power: crushing titan's fist (replaces grasping shadows)

L18. +4 HP, +1 to all level-dependent abilities, +1 Int (25), +1 Wis (17), new feat: Weapon Focus (heavy blades)

L19. +4 HP, new daily powers: disintegrate, Evard's black tentacles (replace phantasmal assailant, web)

L20. +4 HP, +1 to all level-dependent abilities, new feat: Weapon Expertise (heavy blades), new daily power: Corellon's blade


Orbizard, L21

Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Epic Destiny: Archmage

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 12 (+1)
Int 26 (+8)
Wis 18 (+4)
Cha 14 (+2)

Basic Melee
+4 cunning longsword: +27 vs. AC (2d8+15 damage)

Default Save Penalty: -5 (-7 v. Will defense)

Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -4
Orb of Ultimate Imposition (Daily) -3

Maximum Penalty: -14 (-16 v. Will defense)

HP: 118; Bloodied: 59; Surges: 8 (29 HP)
AC/Fort/Ref/Will: 37/30/34/32
Initiative: +19; Speed: 6

Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: crushing titan's fist, prismatic burst, the one sword, winter's wrath
Daily Powers: Corellon's blade, disintegrate, Evard's black tentacles, prismatic beams, sleep, wall of fire, wall of ice
Utility Powers: blur, displacement, expeditious retreat, fate-spurned foe, resistance, shape the dream, shield, stoneskin
Daily Spell Slots:
Level 9 or lower - 1
Level 15 or lower - 1
Level 19 or lower - 1
Level 20 (Paragon Path) - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Level 12 (Paragon Path) - 1
Level 16 or lower - 1

Skills: Arcana (+23), Dungeoneering (+19), History (+23), Insight (+19), Religion (+23)
Feats: Acolyte Power (fate-spurned foe), Action Surge, Arcane Mastery, Armor Proficiency (leather), Blade Initiate, Implement Expertise (heavy blades), Improved Initiative, Melee Training (Intelligence), Second Implement (orb), Spell Focus, Toughness, Weapon Expertise (heavy blades), Weapon Focus (heavy blades), Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, eye of warning, passwall, planar portal, raise dead, silence, Tenser's floating disk, transfer enchantment, view object

Gear:
+4 cunning longsword
+4 battle harness feyleather armor
+4 cloak of displacement
+3 orb of ultimate imposition
+1 defensive staff
Belt of vim +2
Fireburst boots
Gloves of piercing
Mindiron vambraces (paragon tier)
Phrenic crown (paragon tier)
Spellbook
Standard adventurer's kit

Changes from L20:
+10 HP, +1 Str (10), +1 Con (14), +1 Dex (12), +1 Int (26), +1 Wis (18), +1 Cha (14), new epic destiny: Archmage, new feat: Arcane Mastery, new rituals: planar portal, view object


Levels 22-29

L22. +4 HP, +1 to all level-dependent abilities, new feat: Spell Accuracy, new utility powers: mass fly, Mordenkainen's mansion

L23. +4 HP, new encounter power: acid storm (replaces winter's wrath)

L24. +4 HP, +1 to all level-dependent abilities, +1 Int (26), +1 Wis (19), new feat: Robust Defenses

L25. +4 HP, new daily powers: necrotic web, prismatic spray (replace Evard's black tentacles, prismatic beams), new rituals: forbiddance, observe creature

L26. +4 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: shape magic

L27. +4 HP, new encounter power: confusion (replaces acid storm)

L28. +4 HP, +1 to all level-dependent abilities, +1 Int (28), +1 Wis (20), new feat: Epic Reflexes

L29. +4 HP, new daily powers: greater ice storm, legion's hold (replace wall of fire, wall of ice)


Orbizard, L30

Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Epic Destiny: Archmage

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 12 (+1)
Int 28 (+9)
Wis 20 (+5)
Cha 14 (+2)

Basic Melee
+6 cunning longsword: +38 vs. AC (2d8+18 damage)

Default Save Penalty: -6 (-9 v. Will defense)

Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -5
Orb of Ultimate Imposition (Daily) -5

Maximum Penalty: -18 (-21 v. Will defense)

HP: 154; Bloodied: 77; Surges: 8 (38 HP)
AC/Fort/Ref/Will: 46/44/48/46
Initiative: +26; Speed: 6 (teleport)

Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: confusion, crushing titan's fist, prismatic burst, the one sword
Daily Powers: Corellon's blade, disintegrate, greater ice storm, legion's hold, necrotic web, prismatic spray, sleep
Utility Powers: blur, displacement, expeditious retreat, fate-spurned foe, mass fly, Mordenkainen's magnificent mansion, resistance, shape magic, shape the dream, shield, stoneskin
Daily Spell Slots:
Level 19 or lower - 1
Level 20 (Paragon Path) - 1
Level 25 or lower - 1
Level 29 or lower - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Level 12 (Paragon Path) - 1
Level 16 or lower - 1
Level 22 or lower - 1
Level 26 (Epic Destiny) - 1

Skills: Arcana (+32), Dungeoneering (+27), History (+32), Insight (+27), Religion (+32)
Feats: Acolyte Power (fate-spurned foe), Action Surge, Arcane Mastery, Armor Proficiency (leather), Blade Initiate, Epic Fortitude, Epic Reflexes, Epic Will, Implement Expertise (orbs), Improved Initiative, Melee Training (Intelligence), Robust Defenses, Second Implement (orb), Spell Accuracy, Spell Focus, Toughness, Weapon Expertise (heavy blades), Weapon Focus (heavy blades), Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, eye of warning, forbiddance, observe creature, passwall, planar portal, raise dead, silence, Tenser's floating disk, transfer enchantment, view object

Gear:
+6 cunning longsword
+6 battle harness starleather armor
+6 cloak of displacement
+5 orb of ultimate imposition
+1 defensive staff
Belt of vim +3
Boots of teleportation
Gloves of piercing
Opal ring of rememberance
Mindiron vambraces (epic tier)
Nullifying ring
Phrenic crown (epic tier)
Spellbook
Standard adventurer's kit

Changes from L29:
+4 HP, +1 to all level-dependent abilities, new feat: Epic Fortitude


Build Goal and Tactics:



The goal of this build is to make a lockdown Wizard that specializes in taking troublesome opponents out of the fight in a permanent fashion. The build accomplishes this by a combination of items, feats, and class features that eventually make it almost impossible for a target to succeed on a saving throw against an incapacitating condition, such as stunning or unconsciousness. As a secondary goal, the build seeks to exploit the fact that it is forced to use a Longsword by maximizing its Melee capacity.

This build functions in the role of battlefield controller; he hinders opponents with debilitating effects and zone effects more than actual damage. Every so often, however, you can shine in the damage department if you prepare a spell such as Wall of Fire or Disintegrate. The build's true power, however, lies in incapacitation; the Orb of Imposition class feature allows you to put a powerful lockdown on one creature per encounter, be it on a daze, immobilize, slow, or unconsciousness, or even something as mundane as ongoing damage. If it requires a save to end, you're not letting them out of it. This build also has fantastic Melee capacity (for a Wizard); Melee Training allows you to use your strongest stat for your Melee basic attack, and Leather Proficiency combines with your sky-high Int to give you a fairly decent AC. As a matter of fact, all your defenses are fairly strong, even Fortitude.

This build usually works by pelting spells in the back, attempting to keep opponents locked down. If a Controller or another opponent with weak Melee capacity approaches the Wizard, or if you get a chance to engage them, draw your sword and go toe-to-toe with them, especially after L11, because The One Sword dazes and it is spammable. If you get a nice opportunity, lock your opponents down with Sleep or a similar spell, and use your Orb to take the most dangerous target out in a permanent fashion.

As far as Solos go, strike early and gratuitously; after a quick attack buff from your friendly neighborhood Leader (or from yourself), put them down with Sleep or Legion's Hold, and watch them squirm as your party rips them to pieces. :D

Questions/thoughts/comments are welcome.

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Nice job. While the cunning weapon cheeze has been around for quite a while, it is nice to see a complete build that shows the various aspects of it.


I take some issue with your early feats though. In general you probably will want to go with Improved Initiative and Leather armor at 1. You want to get some early survivability before you worry about the longsword I woud think.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509 My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
Some Random Thoughts

You might be better off using a parrying dagger or spiked shield the extra AC will likely affect more than the +1 prof bonus at least until 11 when you can retrain it to weapon prof(longsword).

The transfer enchantment ritual is almost a much have in the games I play ... If you're not going to buy a copy I'd take it as one of your free level 5 rituals over Arcane Lock.

I'd take a closer look at illusory wall for a level 10 utility choice.

I'd take human perseverance earlier than 18

All and all It looks really solid.
Well done. Wouldn't mind seeing another entry for Tactics/How This Build Works/Or Somesuch to explain what this build is and what it can do.

What about fitting in a Cloak of Distortion?

Cheers,
Necro
Good comments. Let me address them

@joemama: You're probably right; I'll shuffle the feats about a bit.

@Seeker: I totally missed Transfer Enchantment... Thanks. I'll try to push Human Perseverance up a bit higher.

@necro: A Tactics entry... I hadn't considered it. Thank you. I'm not real sold on the Cloak of Distortion, though; I think Cloak of Displacement is better.
Tactics have been posted.
Why Wizards of the Spiral Tower?
Isn't MC'ing into Cleric and taking Divine Oracle more powerful?
You get a much higher chance of hitting, the (cheesy) combo of Divine Regeneration and Seal of Binding, other powers can be swapped too for life-saving cleric powers (and there's some nice control powers too for clerics, all targetting will).
DO gives a higher chance to win initiative (required for a controller imo) and its powers are pretty nice too. Granted, not so controller-like, but neither are the WotST's powers. But still, a certain crit for the party striker and a +5 to hit for the whole party are pretty nice to land those dailies, not to mention the lvl20 power which makes sure it's never a wasted action.
Why not be an eladrin? You have to burn your human feat on longsword proficiency anyway, so you might as well grab the eladrin benefits? Eladrin Education: Perception will be very nice to have, especially since it works well with the high wisdom of the build. Fey Step is very nice as well, and so is trance, +2 arcana and +1 initiative. What am I missing here?
The main advantage of the WoST is the cunning longsword use as an implement (weapon focus is gravy). The build works as an eladrin, but you do give up some nice things.

Human:
Extra At-will
+1 to all Saves
+3 to hit when action point spent

Eladrin:
Fey step
+2 Dex (+1 init)
Extra skill(Probably perception)
2 feats not spent on racials
The main advantage of the WoST is the cunning longsword use as an implement (weapon focus is gravy). The build works as an eladrin, but you do give up some nice things.

Human:
Extra At-will
+1 to all Saves
+3 to hit when action point spent

Eladrin:
Fey step
+2 Dex (+1 init)
Extra skill(Probably perception)
2 feats not spent on racials

That would be +1 fortitude, +1 reflex. Eladrins get a racial +1 to will. And as you point out, the feat spent on action surge could be spent on something else. Extra at will and action surge are definitely nice, but so are Eladrin Education, +1 init, Fey Step and +2 to your primary skill.
That would be +1 fortitude, +1 reflex. Eladrins get a racial +1 to will. And as you point out, the feat spent on action surge could be spent on something else. Extra at will and action surge are definitely nice, but so are Eladrin Education, +1 init, Fey Step and +2 to your primary skill.

No I meant +1 to all saves(Human Perseverance) ... I have forgotten about Defensive bonuses. Both Human and Eladrin are viable and I don't think it's an easy choice between the two. Personally I'd lean toward Eladrin, but with Action Surge I think the human is a stronger combatant.
No I meant +1 to all saves(Human Perseverance) ...

Oh, of course. My bad.
No I meant +1 to all saves(Human Perseverance) ... I have forgotten about Defensive bonuses. Both Human and Eladrin are viable and I don't think it's an easy choice between the two. Personally I'd lean toward Eladrin, but with Action Surge I think the human is a stronger combatant.

This is why I picked Human, apart from the fact that I have at-wills to hit every single non-AC defense (NAD), allowing me to pick at the weakness of a particular opponent.

I thought about Eladrin, but in the end, Sleep is pretty useless if it doesn't hit, Boots of Teleportation eventually obsolete Fey Step, and Humans get an extra skill too, you know ;). And this option also affords me some formidable NAD's, with my lowest being Fortitude coming in at 39, which means you have to roll the die to hit me.


I have altered the post somewhat.
I know I'm being horribly off-topic, but whenever I see the title of this thread, I immediately think Pokemon. Which then brings the image of an optimized Dragonborn Orb wizard to mind.
Why Wizards of the Spiral Tower?
Isn't MC'ing into Cleric and taking Divine Oracle more powerful?
You get a much higher chance of hitting, the (cheesy) combo of Divine Regeneration and Seal of Binding, other powers can be swapped too for life-saving cleric powers (and there's some nice control powers too for clerics, all targetting will).
DO gives a higher chance to win initiative (required for a controller imo) and its powers are pretty nice too. Granted, not so controller-like, but neither are the WotST's powers. But still, a certain crit for the party striker and a +5 to hit for the whole party are pretty nice to land those dailies, not to mention the lvl20 power which makes sure it's never a wasted action.

Thoughts? Lordduskblade et al ...
RE: Divine Oracle v. WotST

I can't speak for LDB, but for one thing, it seems like one of the core combos of the build (Cunning Longsword as implement + Spell Focus + Orb = crazy save lockdown) wouldn't work if you took out WotST...

(Granted, there are other awesome save-locking things you could do without WotST, but just sayin', it seems like that's one of the main reasons why he's going this route.)
Why Wizards of the Spiral Tower?
Isn't MC'ing into Cleric and taking Divine Oracle more powerful?
You get a much higher chance of hitting, the (cheesy) combo of Divine Regeneration and Seal of Binding, other powers can be swapped too for life-saving cleric powers (and there's some nice control powers too for clerics, all targetting will).
DO gives a higher chance to win initiative (required for a controller imo) and its powers are pretty nice too. Granted, not so controller-like, but neither are the WotST's powers. But still, a certain crit for the party striker and a +5 to hit for the whole party are pretty nice to land those dailies, not to mention the lvl20 power which makes sure it's never a wasted action.

Wizard of the Spiral Tower was chosen because of its ability to wield a Longsword for Implement powers. This opens up Cunning weapons, which offer a save penalty as a property. And I believe this penalty, combined with the strong powers for Wizards of the Spiral Tower (A spammable daze attack? Sold!), is more powerful than anything the orb-wielding Divine Oracle has to offer. Additionally, the build's power selection is geared toward battlefield control, not abusing attacks vs. Will defense.

In short, the Divine Oracle is another build. Similar, perhaps, but it's a different build. This build locks out any Solo with a 100% success rate. A Divine Oracle would only be able to muster a -12 save penalty (-13 if he went Demigod over Archmage). That means the Solo has a 20% (or 15%) chance of escape.

@necrosnoop: Thank you for bringing this to my attention.
Minor revisions to the build have been made.

These include a change in the Epic Destiny (Archmage over Demigod), and in the format via mention of the changes from the last detailed level to the snapshot for the level after it (example: the changes from L10 to the L11 snapshot).
I missed cunning... that's pretty nice!
Perhaps because it's too cheesy, but why not at least mention Earthroot Staff? It completely outstrips Cunning for pretty much all of the best powers, (though there is no reason they can't both be used :D) and IMO makes the Orb of Imposition almost useless by the end, since no one can actually save against your good spells anyway. (and this is everyone, making it even more ridiculously broken) At that point, I believe that Divine Oracle is definitely the best choice, (as actually hitting is more important than an additional penalty) and Wand is probably the most desirable implement, as instead of ensuring one target stays locked down, it ensures one target is hit (and then locked down, which needs no extra assurance) Of course, that's only at very high levels, where your passive penalty to your good spells is absurdly high (-3 Phrenic Crown, -6 Earthroot, -2 Spell Focus = -11, perma-stunning normals. Skull Mask nets you -2 more for Prismatic Spray, netting -13 and perma-stunning Elites as well.) At that point, Sleep and Prismatic Spray are basically save-or-dies, except you're attacking them rather than them saving.

I know this is also ridiculously cheesy, but the most effective use of your daily powers and action points early on is very likely to be through multiple Veteran's Armors. Combined with good saving throw penalties, you essentially trivialize every other encounter or so. Arcane Mastery replaces Veteran's Armor at high levels, though. When you get a Violet Solitaire, you don't even have to wait for milestones to get your APs (and shortly afterward, your devastating dailies) back. With the number of attacks you make, you should crit pretty much every encounter, not to mention you'll crit automatically against any enemy that's unconscious (Sleeped, that is.)
Perhaps because it's too cheesy, but why not at least mention Earthroot Staff? It completely outstrips Cunning for pretty much all of the best powers, (though there is no reason they can't both be used :D) and IMO makes the Orb of Imposition almost useless by the end, since no one can actually save against your good spells anyway. (and this is everyone, making it even more ridiculously broken) At that point, I believe that Divine Oracle is definitely the best choice, (as actually hitting is more important than an additional penalty) and Wand is probably the most desirable implement, as instead of ensuring one target stays locked down, it ensures one target is hit (and then locked down, which needs no extra assurance) Of course, that's only at very high levels, where your passive penalty to your good spells is absurdly high (-3 Phrenic Crown, -6 Earthroot, -2 Spell Focus = -11, perma-stunning normals. Skull Mask nets you -2 more for Prismatic Spray, netting -13 and perma-stunning Elites as well.) At that point, Sleep and Prismatic Spray are basically save-or-dies, except you're attacking them rather than them saving.

I know this is also ridiculously cheesy, but the most effective use of your daily powers and action points early on is very likely to be through multiple Veteran's Armors. Combined with good saving throw penalties, you essentially trivialize every other encounter or so. Arcane Mastery replaces Veteran's Armor at high levels, though. When you get a Violet Solitaire, you don't even have to wait for milestones to get your APs (and shortly afterward, your devastating dailies) back. With the number of attacks you make, you should crit pretty much every encounter, not to mention you'll crit automatically against any enemy that's unconscious (Sleeped, that is.)

Aye, the Earthroot Staff is powerful, but it's only an additional -2 over the Cunning Weapon overall, and it doesn't work on a lot of the powers I have chosen; it works on the first part of Sleep, but not the second, and it doesn't work on any of the stun powers, either. Also, since I haven't taken Second Implement, I can't use the Staff of Defense class feature, making it even less appealing. I don't think it's that great for this build, though you can conjure up a build to make it worthwhile without too much trouble.

I don't go for the multiple Veteran's Armor gig; I think that's a bit too cheesy to be allowed by any DM, and what's the point of building something if it's never going to see play? Though I probably should use it over Repulsion Armor, but the effect for Repulsion Armor is pure win with a Wizard that will actually be in Melee from time to time.
Aye, the Earthroot Staff is powerful, but it's only an additional -2 over the Cunning Weapon overall, and it doesn't work on a lot of the powers I have chosen; it works on the first part of Sleep, but not the second, and it doesn't work on any of the stun powers, either. Also, since I haven't taken Second Implement, I can't use the Staff of Defense class feature, making it even less appealing. I don't think it's that great for this build, though you can conjure up a build to make it worthwhile without too much trouble.

I don't go for the multiple Veteran's Armor gig; I think that's a bit too cheesy to be allowed by any DM, and what's the point of building something if it's never going to see play? Though I probably should use it over Repulsion Armor, but the effect for Repulsion Armor is pure win with a Wizard that will actually be in Melee from time to time.

Well, as I said, you could use both. Also, from the text:
Against your attacks that impose immobilized, petrified, restrained, or slowed conditions, enemies take a saving throw penalty equal to this staff ’s enhancement bonus.

I interpret this to mean that all saving throws against conditions imposed by your attacks that impose those conditions are penalized. In other words, if it imposes any of the conditions, all saving throws (against anything) are penalized. Also, a -2 is still quite significant, and both more important and bigger at lower levels.

I completely understand about the Veteran's Armors, though. Though I find it amusing that it's basically a weakened Arcane Mastery for lower levels yet people find it to be so offensive. It's quite powerful, (probably too powerful, which is a good reason to houserule it away) but I don't see why using items simply for their powers (and multiple of the same kind) offends people so. (and it must be something unrelated to its actual function, since Arcane Mastery doesn't seem to offend people, and is even more powerful) I don't quite understand why people seem to complain about some things being too powerful/cheesy and yet not other things that are extremely similar, or even more powerful.
It's because of the cheese factor; that sort of thing is not something that I'd allow, so I'm not even gonna mention it.
It's because of the cheese factor; that sort of thing is not something that I'd allow, so I'm not even gonna mention it.

I might just have played with really conservative, RAI-heavy people, but I don't think the cunning weapon-cheese would have been allowed in any of my past groups. It's just my interpretation of course, but I don't think the designers ever thought about that the weapon could be used as an implement ... and what consequences that could have.
I noticed you multiclass into swordmage, but don't power swap for Fate-Spurned Foe. Just wondering why you decided not to (?)
I might just have played with really conservative, RAI-heavy people, but I don't think the cunning weapon-cheese would have been allowed in any of my past groups. It's just my interpretation of course, but I don't think the designers ever thought about that the weapon could be used as an implement ... and what consequences that could have.

The consequences for a Cunning Weapon used as an Implement really aren't so bad by themselves; the +6 weapon hands out a -4 penalty, which hurts, but it's hardly a lethal threat. And it's the best property for this build, but believe me, there is competition out there, mainly from the Orb of Inescapable Consequences, which is borderline broken. The Phrenic Crown is a bit more unbalanced; a -3 penalty on attacks against your opponents' Will defense on your head slot is way better than anything and everything out there.

Your group sounds fairly conservative, indeed. The only thing I wish is that Implements would have been treated as warmly as Weapons were; a feat along the lines of Implement Focus would be nice to have.

@Eric888: Hm, I hadn't noticed that. The benefit is rather minor, though; a -2 penalty on saves for a feat and one of the Wizard Utilities, which are darned good, doesn't seem like a great deal to me. I will consider it, though.
I like this build a lot. One question, though. If going with the default pre-set ability scores, would it be better to allot the human attribute bonus for 16/16 int/wis, or 18/14?

I kind of feel like the 18/14 would be stronger, since the +1 to hit on every single attack would go a long way, and the reduction to Orb of Imposition could be offset for key encounters by taking Fate-Spurned Foe at 8. I'd love other opinions on the issue, though.

For a little context: we lost a player in an ongoing weekly game, so in addition to my rogue I'm rolling up a wizard to fill the gap. He'll come in at level 7, fairly close to 8. Thus I'll probably take Fate-Spurned Foe regardless and put off Intelligent Blademaster until 12 (pushing back Psychic Lock and Human Perseverance, unfortunately). That -2 to ALL saves is pretty huge at level 8, when there are relatively few sources of save penalties.
[20:53] [SadisticFish] yeah Llamas convinced me
The consequences for a Cunning Weapon used as an Implement really aren't so bad by themselves;

Maybe so, but the combination of Cunning, Phrentic Helm, Spell Focus, and even Fate Spurned Foe are lethal.

People talk about orb-locking 1 foe being broken. With this setup, you can almost orb lock every foe you hit with every save-ends you cast. It combines with the orb mastery to orb-lock a foe MUCH faster than the optimized level 30 numbers that were thrown around before AV came out.

Think of it like this:

Normally, foes save 55% of the time. Spell Focus knocks it down to 45%. Phrentic Helm might bring it down to 40%.
Your orb effect brings it to 20%

Enter the cunning weapon: All foes go from 40% to 30% and the orb mastery drops from 20% save to 10%.
This is really good and is a big jump in effectiveness.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509 My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
Maybe so, but the combination of Cunning, Phrentic Helm, Spell Focus, and even Fate Spurned Foe are lethal.

People talk about orb-locking 1 foe being broken. With this setup, you can almost orb lock every foe you hit with every save-ends you cast. It combines with the orb mastery to orb-lock a foe MUCH faster than the optimized level 30 numbers that were thrown around before AV came out.

Think of it like this:

Normally, foes save 55% of the time. Spell Focus knocks it down to 45%. Phrentic Helm might bring it down to 40%.
Your orb effect brings it to 20%

Enter the cunning weapon: All foes go from 40% to 30% and the orb mastery drops from 20% save to 10%.
This is really good and is a big jump in effectiveness.

... which only gets worse as cunning gets better with levels.

(At 18th level: All foes go from 40% to 25% and the orb mastery drops from 20% save to 5%.

At 28th level: All foes go from 40% to 20% and the orb mastery drops from 20% save to 0%.)
The build has been update; the most important aspect is that Magic Missile has replaced Scorching Burst.
Here's a question: if the Wizard uses his Orb of Imposition power with the Sleep spell, does the saving throw penalty apply to both the Slow and Sleep effects, or does the Wizard have to choose one of these two effects to apply the penalty?

If it only applies to one, then it's very difficult to 'lock down' a Solo before level 29, when Legion's Hold becomes available - even with a Cunning weapon, a Phrenetic Helm, and Spell Focus, a Solo will still save on a 10+. If the Wizard has to choose between applying the penalty to the save vs. Slow or the save vs. Unconsciousness, it means he either risks a 55% chance of the solo failing to fall unconscious, or risks a 55% chance of the unconscious solo waking up each turn.

Obviously this problem goes away at level 29, but it seems to me that a lot of problems go away in the high Epic levels.
Here's a question: if the Wizard uses his Orb of Imposition power with the Sleep spell, does the saving throw penalty apply to both the Slow and Sleep effects, or does the Wizard have to choose one of these two effects to apply the penalty?

If it only applies to one, then it's very difficult to 'lock down' a Solo before level 29, when Legion's Hold becomes available - even with a Cunning weapon, a Phrenetic Helm, and Spell Focus, a Solo will still save on a 10+. If the Wizard has to choose between applying the penalty to the save vs. Slow or the save vs. Unconsciousness, it means he either risks a 55% chance of the solo failing to fall unconscious, or risks a 55% chance of the unconscious solo waking up each turn.

Obviously this problem goes away at level 29, but it seems to me that a lot of problems go away in the high Epic levels.

It goes away faster; Prismatic Spray can take folk out at L25.

I've always read it to be on all effects of that spell. If someone has another opinion, I'm open to it. Not only that, but with the Epic-level gear (which will likely be in place by L23), you're slapping on a -8 penalty, almost savelocking normal monsters, severely impeding Elites, and even Solos have to roll 13+. So that 55% chance is actually more along the lines of 40% (passively). It drops to 35% when you get the +6 cunning weapon. You are right in that the interpretation you suggested diminishes the usefulness of Sleep, but it doesn't obliviate it.
Here's a question: if the Wizard uses his Orb of Imposition power with the Sleep spell, does the saving throw penalty apply to both the Slow and Sleep effects, or does the Wizard have to choose one of these two effects to apply the penalty?

...that's a good question.
Wizard of the Spiral Tower was chosen because of its ability to wield a Longsword for Implement powers. This opens up Cunning weapons, which offer a save penalty as a property. And I believe this penalty, combined with the strong powers for Wizards of the Spiral Tower (A spammable daze attack? Sold!), is more powerful than anything the orb-wielding Divine Oracle has to offer. Additionally, the build's power selection is geared toward battlefield control, not abusing attacks vs. Will defense.

In short, the Divine Oracle is another build. Similar, perhaps, but it's a different build. This build locks out any Solo with a 100% success rate. A Divine Oracle would only be able to muster a -12 save penalty (-13 if he went Demigod over Archmage). That means the Solo has a 20% (or 15%) chance of escape.

I'd like to point out this cheese:

Orb of Ultimate Imposition
Power (Daily): Free Action. Use this power when you use your orb of imposition class feature. Increase the penalty bestowed on your target by an amount equal to the enhancement bonus of this orb.

Once a day it is more powerful than a Cunning Weapon. (Many GM's would rule that you cannot use both on the same spell, because only one implement can cast a spell, and you only get that implement's powers and properties added on to the spell.)

Assuming a starting stat of INT 18, WIS 16 (as shown in the OP), this could generate by 28th level Archmage (adding Phrenic Crown (27th level), Spell Focus, and +6 Orb).

OoI (+7) + PC (+3) + SF (+2) + OoUI (+6) = +18 (+19 Demigod)

Using this Orb, a DO can totally lock out a Solo.

The SM/WotST build has the advantage of:

PC (+3) + SF (+2) + Cunning (+2) = +7

doing this to all of the other creatures in the encounter (15% escape).

I built my DO wizard pretty much with the same 1st level build (Scorching Burst instead of MM, and Icy Terrain but thinking of retraining to grasping shadows). But I did this before Swordmage and Cunning Weapon came out.

One thing I would suggest concerning the build is to start as a Staff Wizard at 1st level, and pick up Second Implement (Orb) at 11th level. My wizard will take Durable at 10th, and retrain it to Spell Focus at 11th level.

Is there a reason for not taking Staff of Defense?

GH
Here's a question: if the Wizard uses his Orb of Imposition power with the Sleep spell, does the saving throw penalty apply to both the Slow and Sleep effects, or does the Wizard have to choose one of these two effects to apply the penalty?

Sleep
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).

I treat this as the same effect. If unconscious was a second effect, then the spell would say (save ends both), as with Lightning Serpent.

GH
Sleep
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).

I treat this as the same effect. If unconscious was a second effect, then the spell would say (save ends both), as with Lightning Serpent.

GH

The reason I ask is that "slowed" and "unconscious" are listed as separate effects in the rulebooks, and the Orb of Imposition says "an effect", not "a power". I can see how you can defend either reading, but I think it's important to know because it affects an orb wizard for the first 24 levels of his career (not 28, thanks lordduskblade!).
I'd like to point out this cheese:

Orb of Ultimate Imposition
Power (Daily): Free Action. Use this power when you use your orb of imposition class feature. Increase the penalty bestowed on your target by an amount equal to the enhancement bonus of this orb.

Once a day it is more powerful than a Cunning Weapon. (Many GM's would rule that you cannot use both on the same spell, because only one implement can cast a spell, and you only get that implement's powers and properties added on to the spell.)

Assuming a starting stat of INT 18, WIS 16 (as shown in the OP), this could generate by 28th level Archmage (adding Phrenic Crown (27th level), Spell Focus, and +6 Orb).

OoI (+7) + PC (+3) + SF (+2) + OoUI (+6) = +18 (+19 Demigod)

Using this Orb, a DO can totally lock out a Solo.

The SM/WotST build has the advantage of:

PC (+3) + SF (+2) + Cunning (+2) = +7

doing this to all of the other creatures in the encounter (15% escape).

I built my DO wizard pretty much with the same 1st level build (Scorching Burst instead of MM, and Icy Terrain but thinking of retraining to grasping shadows). But I did this before Swordmage and Cunning Weapon came out.

One thing I would suggest concerning the build is to start as a Staff Wizard at 1st level, and pick up Second Implement (Orb) at 11th level. My wizard will take Durable at 10th, and retrain it to Spell Focus at 11th level.

Is there a reason for not taking Staff of Defense?

GH

Not really; the free hand for Blade Initiate's power, perhaps? I'll shuffle things around, then.

Although the DO with the Orb of Imposition is more powerful 1/day, the Orbizard is not built with 1/day in mind (evidenced by picking Archmage and thus being able to recycle Daily powers). I fully expect to be able to savelock anywhere from 5 to 7 Solos per day at Level 29 (if I hit 'em all). To me, that's crazy awesome. Not only that, but the additional power is really overkill; I get to -16, which savelocks any Solo. That's enough for me.

And Cunning goes all the way up to a -4 penalty on saves, which makes the penalty -9, thus reducing the chance of escape to 10%. So I stun everything else out of the fight too.
Fantastic Build ^^ i was optimizig my Wizard for WotST and foud this treadh.......

Very fantastic.....what i was serching :D thak you very much :D great job
The reason I ask is that "slowed" and "unconscious" are listed as separate effects in the rulebooks, and the Orb of Imposition says "an effect", not "a power". I can see how you can defend either reading, but I think it's important to know because it affects an orb wizard for the first 24 levels of his career (not 28, thanks lordduskblade!).

If you treat the effect as an upgrade (Slow -> Unconc) then the save works for both, and it means if he wakes up he's not slowed.
If it's separate, you'd have to decide which to apply to, and even if he wakes up he may still be slowed.

Personally, I think it's the latter to prevent a level 1 daily pwning a level 30 solo, but that's just me.
The reason I ask is that "slowed" and "unconscious" are listed as separate effects in the rulebooks, and the Orb of Imposition says "an effect", not "a power". I can see how you can defend either reading, but I think it's important to know because it affects an orb wizard for the first 24 levels of his career (not 28, thanks lordduskblade!).

Sleep
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).


...Uncon is a consequence of fail the first saving Throw. So the orb of imposition works for slow and uncon becouse is the same saving throw