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Treantmonk's guide to Wizards: God 4e style
2 years ago  ::  Jun 04, 2008 - 7:55PM #1
Treantmonklvl20
Posts: 1,104
Date Joined: 11/21/06
[FONT="Comic Sans MS"]
Making the Staff Wizard
[/FONT]




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]

Int: 18 (9 pts), Con: 16 (9 pts), Wis: 8 (0 pts), Dex: 10 (0 pts), Cha 12 (2 pts), Str: 12 (2 pts)

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 1 Encounter Spell: Burning Hands (oh yeah – melee me!)

Level 1 Daily Spells: Flaming Sphere and Sleep

Starting Feats: Improved Initiative, Ritual Casting, Armor Proficiency: Leather.

Initiative is an important Score for Wizards – The armor proficiency is key to defence – which is a focus for this style.

[FONT="Comic Sans MS"]Snapshot: Level 1[/FONT]

Spoiler: Show

Init: +4
HP: 26
Healing Surges: 9
AC: 17 (Bonus of +3 to any defence once/encounter)
Fort: 14
Ref: 15
Will: 14
To Hit: +4
Skills: Arcana + 9, History +9, Religion +9, Diplomacy +6, Dungeoneering +4
Normal Daily Preps: Flaming Sphere

Other relevant data: None 


[FONT="Comic Sans MS"]Levelling up - Levels 2 through 11[/FONT]
Spoiler: Show

Level 2:
Utility Spells: Shield, Feather Fall
Feat: Action Surge

Level 3:
Encounter Spell: Color Spray

Level 4:
Attribute Increases: Int 19, Con 17
Feat: Wintertouched

Level 5:
Daily Spells: Bigby's Icy Grasp, Stinking Cloud
Rituals Added: Hallucinatory Item, Enchant Magic Item

Level 6:
Utility Spells: Levitate, Dimension Door
Feat: Durable (healing surges to 11 per day)

Level 7:
Encounter Spell: Spectral Ram

Level 8:
Attribute Increases: Int 20, Con 18
Feat: Toughness

Level 9:
Daily Spells: Ice Storm, Wall of Fire

Level 10:
Utility Spells: Blur, Arcane Gate
Feat: Weapon Proficiency: Heavy Blades

Level 11:
Attribute Increases: Int 21, Con 19, Wis: 9, Dex: 11, Cha 13, Str: 13
Paragon Path: Wizard of the Spiral Tower (Corellon’s Implement, Spiral Tower Action, The One Sword)
Feat: Armor Proficiency: Hide
Rituals Added: Disenchant Magic Item, Linked Portal


[FONT="Comic Sans MS"]Snapshot: Level 11:[/FONT]
Spoiler: Show

Init: +9
HP: 74
Healing Surges: 12
AC: 24 (+4 to any defence once/encounter)
Fort: 20
Ref: 21
Will: 19
To Hit: +10

Skills: Arcana + 15, History +15, Religion +15, Diplomacy +11, Dungeoneering +9
Normal Daily Preps: Sleep, Bigby’s Icy Grasp, Wall of Fire
Normal Utility Preps: Shield, Dimension Door, Blur

Other relevant data: V=Combat advantage when using Cold powers vs creatures vulnerable to cold, Uses Longsword as arcane implement as a Staff


[FONT="Comic Sans MS"]Levelling up: levels 12 through 21:[/FONT]
Spoiler: Show

Level 12:
Utility paragon spell: Shape the Dream
Feat: Lasting Frost

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

Level 16:
Paragon Path Feature: Radiant Censure
Utility Spells: Displacement, Stoneskin
Feat: Armor Specialization: Hide

Level 17:
Replace Encounter Power: Replace Color Spray with Crushing Titan's Fist

Level 18:
Attribute Increases: Int 23, Con 21
Feat: Combat Anticipation

Level 19:
Replace Daily attack: Ice Storm and Stinking Cloud for Cloudkill and Evard's Black Tentacles

Level 20:
Paragon Path Daily: Corellon’s Blade
Feat: Defensive Advantage

Level 21:
Attribute Increases: Int 24, Con 22, Wis: 10, Dex: 12, Cha 14, Str: 14
Epic Destiny: Archmage (Spell Recall)
Feat: Irresistable Flame
Rituals Added: Forbiddance, Planar Portal


[FONT="Comic Sans MS"]Snapshot: Level 21:[/FONT]

Spoiler: Show

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!)

Skills: Arcana + 22, History +22, Religion +22, Diplomacy +17, Dungeoneering 15

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
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2 years ago  ::  Jun 04, 2008 - 7:56PM #2
Treantmonklvl20
Posts: 1,104
Date Joined: 11/21/06
[FONT="Comic Sans MS"]
Making the Orb Wizard
[/FONT]





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]

Int: 16 (9 pts), Wis: 18 (9 pts), Con: 10 (0 pts), Dex: 14 (2 pts), Cha 12 (2 pts), Str: 8 (0 pts)

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.

[FONT="Comic Sans MS"]Starting Skils:[/FONT]

Arcana (Int), Insight (Wis), Nature (Wis), Dungeoneering (wis)

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 1 Encounter Spell: Icy Terrain

Level 1 Daily Spells: Flaming Sphere and Sleep

Starting Feats: Improved Initiative, Ritual Casting

Initiative is an important Score for Wizards – and synergizes with the Orb Wizards slightly higher Dex score.

[FONT="Comic Sans MS"]Snapshot: Level 1[/FONT]

Spoiler: Show

Init: +6
HP: 20
Healing Surges: 6
AC: 13
Fort: 10
Ref: 13
Will: 16
To Hit: +3
Skills: Arcana + 8, Insight +9, Nature +11, Dungeoneering +9
Normal Daily Preps: Sleep

Other relevant data:Elven Accuracy, Group awareness, Wild Step, Base move 7


[FONT="Comic Sans MS"]Levelling up - Levels 2 through 11[/FONT]
Spoiler: Show

Level 2:
Utility Spells: Shield, Feather Fall
Feat: Elven Precision

Level 3:
Encounter Spell: Icy Rays

Level 4:
Attribute Increases: Int 17, Wis 19
Feat: Skill Training: Perception

Level 5:
Daily Spells: Web, Stinking Cloud
Rituals Added: Hallucinatory Item, Enchant Magic Item

Level 6:
Utility Spells: Levitate, Dimension Door
Feat: Armor Proficiency: Leather

Level 7:
Encounter Spell: Winter’s Wrath

Level 8:
Attribute Increases: Int 18, Wis 20
Feat: Toughness

Level 9:
Daily Spells: Ice Storm, Wall of Fire

Level 10:
Utility Spells: Blur, Arcane Gate
Feat: Initiate of the Faith

Level 11:
Attribute Increases: Int 19, Wis 21, Con: 11, Dex: 15, Cha 13, Str: 9
Paragon Path: Divine Oracle
Feat: Spell Focus
Rituals Added: Disenchant Magic Item, Linked Portal

Retraining: Toughness for Arcane Reach

[FONT="Comic Sans MS"]Snapshot: Level 11:[/FONT]
Spoiler: Show

Init: +12 (two rolls take best)
HP: 61
Healing Surges: 6
AC: 21
Fort: 15
Ref: 19
Will: 22
To Hit: +9

Skills: Arcana + 14, Insight +15, Nature +17, Dungeoneering +15, Perception +17
Normal Daily Preps: Sleep, Web, Ice Storm
Normal Utility Preps: Shield, Dimension Door, Blur

Other relevant data: -2 to saves vs status effects (another -5 once/encounter), and all the elf stuff


[FONT="Comic Sans MS"]Levelling up: levels 12 through 21:[/FONT]
Spoiler: Show

Level 12:
Utility paragon spell: Good Omens
Feat: Second Implement: Wand

Level 13:
Replace Encounter Power: Icy Terrain for Prismatic Burst

Level 14:
Attribute Increases: Int 20, Wis 22
Feat: Fleet Footed (move 8!)

Level 15:
Replace Daily Attack Power: Flaming Sphere and Sleep for Blast of Cold and Wall of Ice
Rituals Added: Hallucinatory Creature, Shadow Walk

Level 16:
Paragon Path Feature: Terrifying Insight
Utility Spells: Displacement, Fly
Feat: Combat Anticipation

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

Level 20:
Paragon Path Daily: Hammer of Fate
Feat: Lasting Frost

Level 21:
Attribute Increases: Int 22, Wis 24, Con: 12, Dex: 16, Cha 14, Str: 10
Epic Destiny: Archmage (Spell Recall)
Feat: Spell Accuracy
Rituals Added: Forbiddance, Planar Portal


[FONT="Comic Sans MS"]Snapshot: Level 21:[/FONT]

Spoiler: Show

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)

Skills: Arcana + 21, Insight +22, Nature +24, Dungeoneering +22, Perception +24

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)
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2 years ago  ::  Jun 04, 2008 - 7:56PM #3
Treantmonklvl20
Posts: 1,104
Date Joined: 11/21/06
Reserved
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2 years ago  ::  Jun 04, 2008 - 8:19PM #4
Horus_Sungod
Posts: 181
Date Joined: 07/25/06
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)
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2 years ago  ::  Jun 04, 2008 - 8:26PM #5
Treantmonklvl20
Posts: 1,104
Date Joined: 11/21/06

Horus_Sungod wrote:

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

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2 years ago  ::  Jun 04, 2008 - 8:26PM #6
Nifft
Posts: 893
Date Joined: 04/08/03

Horus_Sungod wrote:

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.
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2 years ago  ::  Jun 04, 2008 - 8:30PM #7
Treantmonklvl20
Posts: 1,104
Date Joined: 11/21/06

Nifft wrote:

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.

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2 years ago  ::  Jun 04, 2008 - 9:58PM #8
Yogo
Posts: 92
Date Joined: 08/27/02
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.

The downside is that you have to invest in Str 13
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2 years ago  ::  Jun 04, 2008 - 10:09PM #9
Subedei
Posts: 1,258
Date Joined: 12/01/05
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.
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2 years ago  ::  Jun 04, 2008 - 10:09PM #10
1hitparry
Posts: 58
Date Joined: 10/03/06
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.
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