In this post we will take the various information in the guide and see how it plays out when applied to the creation of a Staff Wizard.
So an example build can be created - I will be making choices for Racial, Attribute, Powers, Rituals, Feats choices based on my primary choice for this type of wizard. That is not to suggest this is the only build possible for a Staff Wizard - but gives an example as to how one can be made - and how it plays out.
I will be restricting the build to the Players Handbook, which will make the build legal in most campaigns. For Attributes I will be using the "Customizing Scores" method - though the Standard Array system could be easily substituted.
[FONT="Comic Sans MS"]Race:[/FONT]Human
With a Staff Wizard, Int is your primary stat and Con is secondary. Since no race in the PHB gives bonuses to both stats – a bonus to Int is of primary concern and available through the human. In addition the human offers some very nice features for wizards including an extra At Will power and some nice feat options.
[FONT="Comic Sans MS"]Attributes (after racial modifiers):[/FONT]
The Attributes have completely dumped Wisdom in favour of a bit of Strength. This is to give the Staff Wizard options with regards to armour that other wizards would not get. This build could work fine with a dumped Str and a bit more love for other stats. A starting 16 Int is also a possibility for this wizard – especially if you choose the tempting Dwarf as the race.
[FONT="Comic Sans MS"]Implement:[/FONT]Staff
Gandalf!
[FONT="Comic Sans MS"]Paragon Path choice:[/FONT]Wizard of the Spiral Tower
The Wizard of the Spiral Tower is a wonderful choice for a Staff Wizard. As a Staff Wizard, getting in close will be less of a concern – allowing best use of the attack powers of the Paragon Path. The attacks rely on Int – which gives this Wizard a definite “gish” style. The flavour of this Paragon Path is suited to Eladrin – and you could easily switch the racial choice to Eladrin if wanted.
[FONT="Comic Sans MS"]Epic Destiny:[/FONT]Archmage
Currently the best choice for Wizards IMO - as such, it is my primary choice for all 3 wizard types.
[FONT="Comic Sans MS"]Starting Skils:[/FONT] (including bonus Human skill)
Arcana (Int), History (Int), Religion (Int), Diplomacy (Cha), Dungeoneering (Wis)
Arcana is the base skill for wizards, History, and Religion were chosen due to this character's strong Int score. Diplomacy was chosen as a tertiary skill - taking advantage of the slight Cha bump. Dungeoneering was a final choice which suffers from a low wisdom score.
[FONT="Comic Sans MS"]Starting Rituals:[/FONT]Tenser's Floating Disk, Animal Messenger, Comprehend Languages.
The Rituals are all based on skills this character has trained - and are all strong choices for first level.
[FONT="Comic Sans MS"]At Will Powers:[/FONT]Scorching Burst, Ray of Frost, Magic Missile
These powers are solely dependant on Int, which is strong for this character - and provide very different effects (Single target blast + Status / AOE damage/Ranged striker) Both Fort and Ref are targeted
Level 13: Replace Encounter Power: Icy Terrain for Prismatic Burst
Level 14: Attribute Increases: Int 22, Con 20 Feat: Spell Focus
Level 15: Replace Daily Attack Power: Flaming Sphere and Sleep for Bigby’s Grasping Hands and Wall of Ice Rituals Added: Hallucinatory Creature, Shadow Walk
Init: +15 HP: 122 Healing Surges: 14 AC: 32 (35 vs. most attacks, +6 to any defence once/encounter) Fort: 27 (28 vs most attacks) Ref: 28 (29 vs most attacks) Will: 25 (26 vs most attacks) To Hit: +17 (+19 with Wintertouched/Lasting frost combo – get a frost weapon!)
Normal Daily Preps: Corellon’s Blade, Bigby’s Grasping Hands, Bigby’s Grasping Hands (yes twice), Wall of Fire Normal Utility Preps: Shape the Dream, Displacement, Arcane Gate, Dimension Door, Shield
Other relevant data:Combat advantage when using Cold powers vs creatures vulnerable to cold, Creates vulnerability to cold when creature targeted with Cold power, +3 to hit when using Action point
In this post we will take the various information in the guide and see how it plays out when applied to the creation of an Orb Wizard.
So an example build can be created - I will be making choices for Racial, Attribute, Powers, Rituals, Feats choices based on my primary choice for this type of wizard. That is not to suggest this is the only build possible for an Orb Wizard - but gives an example as to how one can be made - and how it plays out.
I will be restricting the build to the Players Handbook, which will make the build legal in most campaigns. For Attributes I will be using the "Customizing Scores" method - though the Standard Array system could be easily substituted.
[FONT="Comic Sans MS"]Race:[/FONT]Elf
With an Orb Wizard, Int is your primary stat and Wis is secondary. Since no race in the PHB gives bonuses to both stats – another choice must be made. Elf gives a bonus to Wisdom and Dexterity and has racial abilities that are excellent for wizards. This makes an 18 starting Int prohibitive, so with greater focus on Wisdom, the wizard should still work well. An Int bonus race would also work - just switch Wis and Int.
[FONT="Comic Sans MS"]Attributes (after racial modifiers):[/FONT]
A more balanced build over the other wizards offered, this is due to the inability to get an 18 Int without too great a loss over the other stats. A 16 starting Int allows for a very strong starting Wisdom score and a decent starting Dex score. This will open the door to Arcane Reach and a slight initiative boost while strongly boosting the Orb powers. Between these two factors – thunderwave may become the strongest at-will for this wizard.
[FONT="Comic Sans MS"]Implement:[/FONT]Orb
Naturally
[FONT="Comic Sans MS"]Paragon Path choice:[/FONT]Divine Oracle
The Divine Oracle is my favourite Paragon Path for Wizards – and even more so for Orb Wizards. The Terrifying Insight power fits so nicely with Status imposing effects, and granting the party immunity to surprise is an ability that is near game-breaking. I would have happily given this Paragon Path to any of the wizard types – but I wanted to display some varied options.
[FONT="Comic Sans MS"]Epic Destiny:[/FONT]Archmage
Currently the best choice for Wizards IMO - as such, it is my primary choice for all 3 wizard types.
Really there is no wrong choice for the Orb wizard when it comes to choosing skills since they are nearly all based on Int or Wis. Religion was skipped because it will be picked up through Initiate of Faith.
[FONT="Comic Sans MS"]Starting Rituals:[/FONT]Tenser's Floating Disk, Animal Messenger, Comprehend Languages.
The Rituals are all based on skills this character has trained - and are all strong choices for first level.
[FONT="Comic Sans MS"]At Will Powers:[/FONT]Thunderwave, Cloud of Daggers
Some vary different powers chosen here – mainly as an attempt to maximize on the high wisdom of the build. Cloud of Daggers will do more damage than any other At-Will for wizards to a single target, Thunderwave will give AOE and is something that can be optimized nicely.
Level 17: Replace Encounter Power: Replace Color Spray with Crushing Titan's Fist
Level 18: Attribute Increases: Int 21, Wis 23 Feat: Resounding Thunder (Thunderwave is now close blast 4 – up to range 2 – pushes 6 squares – at will!)
Level 19: Replace Daily attack: Ice Storm and Stinking Cloud for Cloudkill and Evard's Black Tentacles
Init: +17 (2 rolls take best) HP: 102 Healing Surges: 7 AC: 28 (31 vs. most attacks) Fort: 21 (22 vs most attacks) Ref: 26 (27 vs most attacks) Will: 29 (30 vs most attacks) To Hit: +16 (+3 once per encounter with wand)
Normal Daily Preps: Hammer of Fate, Evard’s black tentacles, Blast of Cold, Web Normal Utility Preps: Good Omens, Fly, Shield, Dimension Door, Blur
Other relevant data:The elf stuff...., -9 to saves once per encounter, -2 the rest of the time.
Final Note: This build would work quite well with Blood Mage IMO as well. Especially with how nice Thunderwave turns out. (7 squares of pushing at will – range 2, blast 4 size)
I thought taking another paragon path that the base's class required the multiclass feat AND all three power switch feats.
Are you sure you only need the multiclass feat? (init of the faith)
Good question! I'm pretty sure it's all you need:
From PHB:
A character who has taken a class-specific multiclass feat counts as a member of that class for the purpose of meeting prerequisites for taking other feats and qualifying for paragon paths
(emphasis mine)
I know where the confusion comes from though:
Taking the class-specific multiclass feat and the three power swap feats allow you to:
From PHB:
If you have the Novice Power, Acolyte Power, and Adept Power feats for a class, you can choose to continue to gain powers from that class rather than take a paragon path.
Based on that - I'm pretty sure that Initiate of the Faith alone qualifies you for Divine Oracle
I thought taking another paragon path that the base's class required the multiclass feat AND all three power switch feats.
Are you sure you only need the multiclass feat? (init of the faith)
No, that's taking the paragon path called "multiclass paragon path", which allows you to trade one of your at-wills for one of their at-wills, and then gives you one sucky low-level Encounter, Utility and Daily power from the other class.
If I gave you the impression that it's sucky, that's because it is.
Cheers, -- N
Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
No, that's taking the paragon path called "multiclass paragon path", which allows you to trade one of your at-wills for one of their at-wills, and then gives you one sucky low-level Encounter, Utility and Daily power from the other class.
If I gave you the impression that it's sucky, that's because it is.
Cheers, -- N
I'm inclined to agree (I think - your post is pretty subtle ) - you also have to give up powers from your own class, and don't get any Paragon path powers.
If there are any awsome synergies by mixing powers from other classes with wizard powers - I haven't come across them yet.
Student of Battle (Warlord Multiclassing) + Acolyte Power (Swap Util Power) might be worth it.
A minor Heal and a trained skill (I recommend athletics) are always nice, and the Lvl 22 Utility Power of the Warlord, Own the Battlefield (Daily, Close Burst 10, silde each enemy Int-Mod squares) is every GOD's wet dream.
It just seems like you're a bit too much in the 3.5E mindset.
It was humorous in the old guide when you poked fun at other classes, calling them mortals and whatnot since, well, that's what they were. Full spellcasters held Phenomenal Cosmic Power. After a Wizard took it's turn the battlefield become a completely different place.
Similar language in 4E just seems kind of odd when most of the other classes can do similar things and you're no longer capable of warping the fabric of reality with your mind. Sure, you can conjure some nasty things but it's nothing like it was before, and things like Rogues and Fighters actually pose a pretty serious threat to you, and without them you're really quite vulnerable.
I've played a 4E wizard a bit. I certainly felt like I had totally badass magical powers, but I definitely did not feel like a God, not like I did in 3.5E. Ultimately, I'm very pleased with them being more down to earth.
They feel mystical, yet mortal. The at-will powers and cantrips help a great deal as you can now use magic constantly, for the most mundane things while in previous editions you would quickly run out of spells. You feel infused with magic, yet ultimately quite limited.
I would add in Winter Touch and Lasting cold into your feat selections as they work together nicely.
On a lesser note, I would argue that Eladrin really aren't that great. They get a +2 to dex which is nice, but humans have access to Action Surge and Human Perseverance feats, which I think are better over all. Dex is nice, but if you really want to be a control mage, it really doesn't affect that much since you'll be likely using the orb more often than the wand.
Other than that, it looks good. It's nice to have another perspective.