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Switch to Forum Live View Prismatic tricksters- Elf/Wizard/Divine Oracle/Deadly Trickster
5 years ago  ::  Jul 31, 2008 - 5:23AM #1
Goumindong
Date Joined: Sep 8, 2007
Posts: 751
This is pretty much a pure offensive build.

Elf wand wizard.

Pick as many vs will daily and encounter powers as you can. Pump dex and int, 13 wisdom, have 12 charisma.

Multi-class Cleric/Divine Oracle

Epic Destiny: Deadly Trickster.(don't forget the skill focus)

The core of the issue:

1 re-roll/encounter
3 re-rolls/day.

Every time you use a power that attacks will(which will be all of them) you roll twice and take the best.

Every time you roll a 18,19, or 20 on one of those powers that you are rolling twice for, you do not lose the ability.

This means that 27% of the time you do not lose any daily power that attacks will that you use. When you re-roll one of those d20s its a 38.5% chance that you will not lose the use of the power. You can do this three times per day and 1 time per encounter. Assuming you use 2 dailies per encounter there is roughly a 60% chance you will regain the use of one of them.

Even if you do not, epic trick lets you regain all your daily powers so you can start over and try again.

Powers to pick:

Legions Hold, Prismatic Spray/Maze, Prismatic Beams


Other ways to make this disgusting:

Blood Mage instead of Divine Oracle. Rogue Multi-Class for thievery to meet Deadly trickster requirement. Pick up "Hide in Plain sight". Skill Train: Stealth. Pick Invisibility and Blur as two of your utilities and/or similar.

You're now invisible 4 encounters/day and can cast spells while invisible so long as you don't move. Twice a day you can make this happen as a minor action(time stop, [invisible, move to new location], hide in plain sight, attack action=1 full round). You can lay down lots of zones while doing so and regain their use if they have attack rolls. You can use an encounter power twice an encounter twice a day. You can bolster most anything without fear that anyone will find you(for the most part) and make you suffer for having low hit points.

Note: A warlock/rogue can do this every encounter by using his level 22 utility to take Infuriating elusiveness and hide in plain sight.
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5 years ago  ::  Jul 31, 2008 - 5:39AM #2
Adslahnit
Date Joined: Jan 22, 2007
Posts: 1,071
I'm sorry, but this is just a very bad build.

Not only is the Wand of Accuracy the worst of the three Arcane Implement Masteries beause going Dexterity/Intelligence going to make your Fortitude and Will go down the drain, but you're also missing out on the one big thing that makes paragon-tier and epic-level wizards so overpowered: Orb of Imposition. Seriously, Prismatic Spray and Legion's Hold, anyone?


(Those purple triangles indicate stunned.)

Being an elf Divine Oracle and having a Battle Captain by your side are all you need to land whatever you want to use Orb of Imposition on, really.
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5 years ago  ::  Jul 31, 2008 - 5:57AM #3
Goumindong
Date Joined: Sep 8, 2007
Posts: 751
I think you are missing the point... In fact, i know you're missing the point.

P.S. if you're going to make a ****** motivational graphic at least get the power right. Its spelled "Destructive Salutation"
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5 years ago  ::  Jul 31, 2008 - 6:45AM #4
Adslahnit
Date Joined: Jan 22, 2007
Posts: 1,071

Goumindong wrote:

I think you are missing the point... In fact, i know you're missing the point.


The build you have accomplishes its goal of getting high attack rolls at the epic levels, which ensure that your dailies hit and give you a relatively high chance of getting them back. However, I don't think that goal practical, because by the time you get to the epic levels, the only reason why your epic-level dailies are actually good is because they can be Orbed. Prismatic Spray and Legion's Hold have much less of an impact without that major save penalty from the Orb.

Goumindong wrote:

P.S. if you're going to make a ****** motivational graphic at least get the power right. Its spelled "Destructive Salutation"


I'm not sure about whether or not Destructive Salutation works for Orb of Imposition, because it's not actually a wizard spell. So you'll have to wait till level 25 for Prismatic Spray till you get your first stun (save ends) wizard spell.

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5 years ago  ::  Jul 31, 2008 - 8:59AM #5
Goumindong
Date Joined: Sep 8, 2007
Posts: 751

Adslahnit wrote:

However, I don't think that goal practical, because by the time you get to the epic levels, the only reason why your epic-level dailies are actually good is because they can be Orbed. Prismatic Spray and Legion's Hold have much less of an impact without that major save penalty from the Orb.


Orb is not nearly as strong as you think it is. Its a 1/encounter ability that hits one enemy. Yea, its great against solo monsters, but then again, you also have Confusion(effective stun) or Forcecage, Thunderclap, Force Volley, or Ice Tomb. Which are all also great against solo monsters.

And getting those back(more chance on confusion than the rest) is just as good and are just as potent on a solo since there are so few monsters out.(some are actually better, since they are not save ends effects you can use orbs of inevitable continuance to increase their duration.[which is another reason why destructive salutation is so good, you can miss every enemy there and still get 2-3 rounds of stun on every enemy in its area.])

What matters more in normal combats and especially dynamic combats is getting to use those dailies as many times as possible. The only reason you pick up those AoE save ends in the DO build is because they target will and so can be recalled to be used again in the same encounter more often than the more potent zones. That is why if you go blood mage you use the AoE zones, because they are a lot more powerful for the most part and being able to launch those high damage difficult terrain zones every encounter is just amazing.[Zones and Walls... E.G. Necrotic Web between you and their artillery, Wall of Fog in the middle of the Necrotic web. Now their artillery has to cross immobilizing difficult terrain in order to attack you, all the while you get to beat up on their melee. It gets even better if you and your friends have unfettered stride because now while you still take damage from some of the effects, you can move normally through them]

Its not about taking one enemy out of the fight. Its about taking as many out of the fight as possible and then when they all come out, taking them all out of the fight again. and then when they all come out, taking them all out of the fight again. And then doing it all again next encounter

ed: Don't forget the Epic Trickster Capstone ability which makes the DM treat any roll as a 1, no re-rolls. So if you really want to make something fail its save, that is the way to go.

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5 years ago  ::  Jul 31, 2008 - 9:02AM #6
Fastbond
Date Joined: Dec 3, 2002
Posts: 249

Goumindong wrote:

I think you are missing the point... In fact, i know you're missing the point.


Rerolls are nice, but there's no need for extra daily power recovery mechanics at epic levels, seriously. Arcane Mastery is more than enough, more being a Divine Oracle that can use a Prophecy of Doom+Staff of Power+Symbol of Victory combo. And the lack of fire-and-forget measures means you'll have to go all out, burning through your resources faster than a regular wizard would. So that build is good not as a power preservation build, but as a nova build.

Goumindong wrote:

P.S. if you're going to make a ****** motivational graphic at least get the power right. Its spelled "Destructive Salutation"


I AM SORRY I USED A STRICTLY BETTER SPELL IN A LEVEL 30 GAME SESSION, KIND SIR.

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5 years ago  ::  Jul 31, 2008 - 9:07AM #7
Goumindong
Date Joined: Sep 8, 2007
Posts: 751

Fastbond wrote:

erolls are nice, but there's no need for extra daily power recovery mechanics at epic levels, seriously. Arcane Mastery is more than enough, more being a Divine Oracle that can use a Prophecy of Doom+Staff of Power+Symbol of Victory combo. And the lack of fire-and-forget measures means you'll have to go all out, burning through your resources faster than a regular wizard would. So that build is good not as a power preservation build, but as a nova build.


That just eats up daily powers that you could be using to punishing enemies by increasing the duration of your stuns with an orb of inevitable continuance.

ed: Destructive Salutation is better than Legions Hold in at least one way. Destructive Salutation stuns on a miss. Legions hold does not.

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5 years ago  ::  Jul 31, 2008 - 9:46AM #8
Fastbond
Date Joined: Dec 3, 2002
Posts: 249

Goumindong wrote:

That just eats up daily powers that you could be using to punishing enemies by increasing the duration of your stuns with an orb of inevitable continuance.


You can't use an Orb of Inevitable Continuance on a (save ends) effect. And the effect you'd achieve would be insignificant when compared to an epic level Orb of Imposition anyway. I insist, your build is great for going nova in one encounter, but if you want to stunlock or take care of more than one enemy at a time there are better ways of doing it.


Goumindong wrote:

ed: Destructive Salutation is better than Legions Hold in at least one way. Destructive Salutation stuns on a miss. Legions hold does not.


Legion's Hold hits the entire battlefield with the possibility of rolling twice per opponent. So yes, it was strictly better there.

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5 years ago  ::  Jul 31, 2008 - 9:47AM #9
Haynen
Date Joined: Mar 13, 2005
Posts: 163
Although I agree that Goumindong's build is suboptimal compared to the iconic elf orb wizard build, Goumindong is being innovative

Its somewhat of a bad policy to respond to innovative ideas with
Paraphrase: This build sucks, you shouldn't try anything that isn't as powerful as the iconic build
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5 years ago  ::  Jul 31, 2008 - 9:54AM #10
Adslahnit
Date Joined: Jan 22, 2007
Posts: 1,071

Goumindong wrote:

Orb is not nearly as strong as you think it is. Its a 1/encounter ability that hits one enemy. Yea, its great against solo monsters, but then again, you also have Confusion(effective stun) or Forcecage, Thunderclap, Force Volley, or Ice Tomb. Which are all also great against solo monsters.


Two Orbizards were the cause of a 5-man party being able to defeat a pair of Orcuses in a level 30 combat playtest I ran . Anyway, you're underestimating just how bad a save penalty the orb can impose, sirrah. Since you seem to be focused on the epic-level stuff a wizard can do, let's examine that. A level 28 elf wizard/cleric/Divine Oracle/Demigod can reasonably have 28 Wisdom (16 base + 2 elf + 8 level ups + 2 Demigod) and Spell Focus. Thus, that imposes a -11 save penalty with Orb of Imposition.

A standard monster that gets Orbed with that potency literally has no chance of making the save at all. A standard monster has only a 10% chance of saving, and a solo has a 25% chance. These chances get even lower with a Doomsayer in the party. A Taclord in the party makes sure that your stun power actually hits.

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