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Switch to Forum Live View The War Mage: A Wizard Handbook
4 years ago  ::  Jul 22, 2009 - 4:20PM #1
ls612
Date Joined: Mar 23, 2009
Posts: 162

The War Mage: A Wizard's Handbook


(I will be waiting for Wizards to fix the formatting issues before adding new content. in the mean time, feel free to comment on what i've written already.)


The Basics


Hello you. Yes you who want to learn to be a wizard. Being a wizard allows you to blast and control your enemies with Arcane elements. (Formatting shamelessly stolen from lordduskblade's fine handbooks) I will be using the following colors for ratings:


Sky Blue: Made of win. This option is great and should be given serious consideration.


Blue: Good option, but not as good as Sky Blue


Black: You could do worse than this


Purple: These options are highly situational or just not very good


Red: EPIC FAIL!! Dont choose this option. My sources are as follows:


AP: Arcane Power


DXXX: Dragon Magazine #XXX


EPG: Ebberon Player's Guide


FRPG: Forgotten Realms Players Guide


MotP: Manual of the Planes


PHB: Player's handbook


PHB 2: Player's Handbook 2

It's not a matter of Right vs. Left, it's a matter of right vs. wrong

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4 years ago  ::  Jul 22, 2009 - 4:23PM #2
ls612
Date Joined: Mar 23, 2009
Posts: 162

Basic Mechanics: Arcane Preschool
Hit Points: You get very few hit points, and fall quickly if the BBEG hits you.

Healing Surges: You get 6+Con Modifier surges, but if you're a summoner this is Blue.

Proficencies: You're a WIZARD, stupid. If you wanted weapons, go to the fighter school!

How You Cast Your Spells; Implement Mastery
Wand of Accuracy
Pros: Allows a higher chance to hit with Damaging wizard powers. Good for Blast Mages.
Cons: If your not a Blast mage, you have much better options.

Staff of Defense
Pros: Close Combat Wizards will like this
Cons: It isn't focused towards any specific Wizard build

Orb of Imposition
Pros: Control Wizards will Love this for save penalties
Cons: Sometimes, you will want Wand of Accuracy for actually hitting a monster

Tome of Readiness
Pros: Allows wizards more flexibility in combat
Cons: Doesn't provide any actual Increase in power effectiveness

Tome of Binding
Pros: Gives Summoned Creatures More Damage in combat.
Cons: Only Summoners need apply

Orb of Deception
Pros: Gives Illusionists a second chance with their powers.
Cons: Only Illusionists need apply

Weapon Groups?
Nothing to see here, folks



PHB Races
Humans: Humans are good at any class

Half-Elf: Only Summoners need to take this

Tiefling: Take this for the Int Bonus and Infernal Wrath

Dwarf: Like Half-Elf, only worse

Halfling: Dex Wizards can take this

Eladrin: This Race is Made of Win

Elf: This is good for Dex-Based wizards for the Dex bonus

Dragonborn: Your Strong and Pretty. not very good wizard material.

PHB 2 Races
Longtooth Shifter: You get a bonus to your secondary stat, but others are better.

Razorclaw Shifters: You can be an effective Allarounder Wizard.

Gnome: Great for the Int bonus and Fade Away

Deva: 2 stat bonuses make this a great choice

Goliath: Only Summoners can make use of this

Half-Orc: This is suprisingly decent for a wizard with a Dex bonus

Forgotten Realms and Ebberon Races


Drow: Meh, you have better options.

Genasi: Great for the Int bonus and Elemental Empowerment.

Warforged: Summoners will love this race.

Changling: Always choose the Int bonus.

Kalashtar: Kind of like the Drow.

It's not a matter of Right vs. Left, it's a matter of right vs. wrong

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4 years ago  ::  Jul 22, 2009 - 4:23PM #3
ls612
Date Joined: Mar 23, 2009
Posts: 162

Heroic Tier Powers: Arcane Basics


Level 1 At-Will:


Illusory Ambush (AP) The Illusionist's bread and butter. 1d6 damage, and the debuff is just extra.


Phantom Bolt: (AP) It does more damage than Illusory Ambush, but a slide is a bit worse than an attack debuff.


Storm Pillar: (AP) The Summoner's Scorching Burst. If your DM allows you to conjure it above a creature, this is Sky Blue


Chilling Cloud: (PBH1) This is like Illusory Ambush except it deals less damage and is an Area Burst 1


Cloud of Daggers: (PHB) Great for Control Wizards, but all Wizards can make use of this


Magic Missile: (PHB) Nothing Controllery about it, but it does decent damage and can be augmented to Sky Blue.


Ray of Frost: (PHB) Good damage, and the only Wizard At-Will that imposes a status condition.


Scorching Burst: (PHB) A Blast Mage's Best Friend.


Thunderwave (PHB) Great for taking a Wizard in close combat out of close combat.


Level 1 Encounter


Astral Wasp: (AP) Does decent damage and forces the opponent to move or take additional damage.


Empowering Lightning: (AP) A basic attack power with not much damage, but if you use wand of accuracy, this is Blue


Grasping Shadows: (AP) Does 1d8 damage and creates a hurtful zone. Plus, you can use Orb of Deception with it


Orbmaster's Incendiary Detonation: (AP) This is basically scorching burst that leaves behind ongoing damage. If you use Orb of Imposition, this is Sky Blue.


Staffstrike Corrosion: (AP) Horrible Damage, and the Debuff isn't that good either. Even if you use Staff of Defense, you should cloose something else.


Burning Hands: (PHB) A Blast Mage's Encounter of choice at this level. Great damage over a Blast 5 is good in my book.


Chill Strike: (PHB) Ray of Frost on steroids. great damage and a Daze make this a serious consideration.


Force Orb: (PHB) Great damage to a single target and secondary damage to adjacent targets is just the start. it is Force damage, so it is hard to resist, and it targets Reflex.


Icy Terrain: (PHB) Bad damage over an Burst 1, and knock the target prone, which actually increases its defenses against your attacks. choose something else.


Ray of Enfeeblement: (PHB) Strikes Against this: It targets Fort, it is Necrotic damage, and Weakened isn't as good as Dazed. Choose Chill Strike instead.


Level 1 Daily


Summon Fire Warrior: (AP) Your First Summon. Opportunity Attack does decent damage, and it can flank with the defender for CA. Summoners should Definetly take this.


Wizard's Fury: (D374) This just allows you to cast Magic Missile as a Minor Action. If you have augmented magic missle, then this is Blue.


Grease: (AP) Creates a zone of Diffucult Terrain for the Encounter, plus you can send any creature that enters the burst for a slide 2 or knock it prone.


Horrid Whispers: (AP) Damages enemies and gives them 2 great debuffs, knocking them prone as an afteraffect. Plus, you can use Orb of Deception with it.


Phantom Chasm: (AP) Greater Damage than Horrid Whispers, and an Auto-Immoblize plus Prone on a hit make this a great power.


Rolling Thunder: (AP) Great Damage, Plus more if the enemies move, and it targets 2 enemies within 10. Take this with Echos of Thunder to make this Sky Blue.


Acid Arrow: (PHB) Amazing Damage and Ongoing Damage are the only good things about this power, because it has nothing Controllery about it. Take this if you are a Blast Mage.


Flaming Sphere: (PHB) Does decent damage. and more to any enemy that starts adjacent to it. Move and Sustain until the end of the Encounter for maximum effect.


Sleep: (PHB) There is a reason Sleep is by far the best wizard Daily. Use OoI to knock them out, then finish them.


 Level 2 Utility:


Arcane Insight (D366) Reroll an Arcana Check as an Encounter? You could do worse.


Feather Fall: (PHB) Can make the difference between Life and Death at this level.


Shield: (PHB) Use this in preperation for a Thunderwave to get you out of trouble.


Daunting Presense: (AP) Intimidate doesn't use any of your abilities, but the debuff saves this from Red.


Float: (AP) Gives you lots of freedom on the battlefield. This is a great power.


Guardian Blades: (AP) A Close Combat Wizard will love this power.


Summon Shadow Serpent: (AP) Your Rouge will love you for this power.


Expedious Retreat: (PHB) There are much better options at this level for getting out of close combat, and this is a Daily. Bleh.


Jump: (PHB) Good for going over long chasms and pit traps.


Phantasmal Terrain: (AP) EXTEREMELY Situational power, and it is a Daily.


Level 3 Encounter


Chill Claws (AP) Illusory Ambush on steroids, but nothing stellar at this level


Hypnotic Pattern: (AP) Good for mabye a few pulls over a turn, and does NO damage at all.


Maze of Mirrors: (AP) Great for locking down tough enemies for a turn. Use OoD with this.


Pinioning Vortex: (AP) Great damage, and it allows you to take an enemy out of the fight for a round and focus fire damage on it.


Shock Beetle Swarm: (AP) This is a MUCH better choice for Summoners than Hypnotic Pattern.


Color Spray: (PHB) Does Meh damage, but Dazes everyone in Blast 5. This is middle of the road.


Fire Shroud: (PHB) Does Decent damage and Ongoing damage. A Blast Mage's Choice at this level.


Icy Rays: (PHB) Ray of Frost for 2. Plus it Immobilizes.


Shock Sphere: (PHB) Does the same amount of damage over the same area as Burning Hands.


Level 5 Daily


Summon Abyssal Maw: (AP) One of the best wizard summons. Even non-summoners should consider this.


Acid Mire: (AP) Great damage, plus Auto-damage, and more if the target falls prone. Use with OID for maximum affect.


Glitterdust: (AP) Very situational power only useful in places with concealment.


Phantasmal Assailment: (AP) I just can't say enough good things about this power. Great damage, Ongoing damage, and CA for everyone make this a stellar option.


Visions of Avarice: (AP) Basically Hypnotic Pattern tries again and fails miserably. However, with some blast mages, this allows them to hit more targets on they're next turn and is Blue.


Grasp of the Grave: (D372) Decent damage, and a debuff that stays in a zone for the whole encounter.


Bigby's Icy Hand: (PHB) Locks Down an enemy and deals damage with Sustain minor.


Fireball: (PHB) One of the Blast Mage's Large-Area, High Damage powers.


Stinking Cloud: (PHB) Creates a big Hurtful Zone that you can move and Sustain.


Web: (PHB) This would be great execpt for the fact that it does NO damage whatsoever.


Level 6 Utility


Wizards Escape: (PHB) Helps you get back to the Defender for protection.


Emerald Eye: (AP) There are much better options at this level.


Fire Shield: (AP) This power is the absoulute best at this level, and not only for Close combat wizards. Keeps you safe for the entire encounter.


Summon Iron Cohort: (AP) Quite overshadowed by Fire shield, but Good for Summoners.


Disguise Self: (PHB) A highly situational power that only lasts for an hour. This depends on your DM and campaign.


Dimension Door: (PHB) If you want Close Combat protection, take Wizard's Escape or Fire Shield.


Levitate: (PHB) Allows you to escape most Brutes and Soldiers, and some Lurkers and Skirmishers.


Spectral Hound: (AP) The main use of this power is for Flanking.


Dispel Magic: (PHB) Most Monsters that create conjurations (and that isn't many) have a high Will defense.


Invisibility: (PHB) Any party with a Rouge or a Ranger will love you for this power.


Wall of Fog: (PHB) The thing is, this thing blocks LOS for your allies too.


Level 7 Encounter Concussive Echo: (AP) Decent damage, plus Auto-damage if the enemy makes an attack. With Echoes of Thunder, this is Great.


Enemies Abound: (AP) Good damage and sets up flanks quickly. The only problem is the Burst size.


Tomebound Ooze: (AP) Astral Wasp all grown up, plus a nice rider for Summoners.


Twist Space: (AP) The only problem with this power is the horrible damage.


Worms of Minauros: (AP) Completely overshadowed by Tomebound Ooze.


Thunder Cage: (D375) Great damage, and the extra damage can be triggered by forced movement .


Fire Burst: (PHB) Worse in every respect than Winter's Wrath.


Lightning Bolt: (PHB) The thing that saves this from a lower rating is the flexibility of targets. If you take this, take it with Tome of Readiness.


Spectral Ram: (PHB) This power does great damage, but suffers from knocking the target prone, which increases it's defenses against some of your attacks.


Winter's Wrath: (PHB) Does better damage than Fire Burst, and leaves behind a damaging blizzard.


Level 9 Daily:


Summon Arrowhawk: (AP) Not quite as good as Abyssal Maw, but it is the first summon to Mark.


Animate Dead: (D372) Not nearly as good as Summon Arrowhawk. Face of Death: The only problem with this power is that it makes the enemy Helpless. Not Uncounsious.


Mordenkainen's Guardian Hound: (AP) Great for any wizard, but Summon Arrowhawk is better for summoners.


Taunting Phantoms: (AP) It's fun to make enemies attack themselves.:D


Visions of Ruin: (AP) Great control-oriented power. use with OoD for maximum effect.


Ice Storm: (PHB) I'm not a huge fan of creating diffucult terrain, but the damage is good and so is the debuff.


Lightning Serpent: (PHB) Great damage, and Slowing the target is just extra.


Mordenkainen's Sword: (PHB) Does Meh damage, and it has to be Sustained for more attacks.


Wall of Fire: (PHB) This is one of the powers that screams I AM WIZARD, HEAR ME ROAR!


Level 10 Utility


Feywild Spell Surge: (D366) Barf. This is horrendous for a daily, even if you are an Eladrin.


Repelling Shield: (PBH1) Basically Shield with a small Push. And that was 8 levels ago...


Mass Resistance: (AP) More Leaderish than Controllery, but Resistance can save your sometimes.


Summon Hammerfist Crusher: If you don't care about getting into somewhere Stealthily, use this to blast your way through.


True Seeing: (AP) Nothing Escapes your sight. Reveals Invisible and gives Insight bonuses for you.


Dimensional Rift: (PHB) Allows your whole party to cross that 500 foot deep chasm easily.


Blur: (PHB) Another option for getting out of a sticky situation.


Mirror Image: (PHB) Take Blur instead. Resistance: (PHB) Not as good as Mass Resistance.


Illusory Wall: (AP) Your allies can see through it, but not your enemies. Add that to the attack, and you have a great power.

It's not a matter of Right vs. Left, it's a matter of right vs. wrong

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4 years ago  ::  Jul 22, 2009 - 4:24PM #4
ls612
Date Joined: Mar 23, 2009
Posts: 162
Paragon Tier Powers: Arcane Secrets

Level 13 Encounter
Spoiler: Show
Earth Brute: (AP) Not so good damage for this level, but the Conjuration can easily push enemies onto the fighter.

Entangling Force: (AP) A bit redundant if you have a fighter in the party, but OAs for shifts are nothing to scoff at.

Illusory Assailant: (AP) Amazing damage, and it counts for Flanking. Who could ask for more?

Mirror Sphere: (AP) Great Debuff, but Illusory Assailant is usually better for Illusionists.

Orbmaster's Umbral Assault: (AP) Horrid damage at this level, and the darkness affects your allies. If you use OoI, this all the sudden becomes Blue.

Frostburn: (PHB) Creates a Zone, and does decent damage. Good for any Wizard.

Mesmeric Hold: (PHB) Black for 2 enemies and 1 enemy.

Prismatic Burst: (PHB) Overshadowed by Frostburn.

Thunderlance: (PHB) Wow. Thunderwave just became absolutly Evil.


Level 15 Daily
Spoiler: Show
Summon Chainbearer: (AP) Wow. This could be THE BEST Wizard summon.

Ball Lightning: (AP) For Summoners, Choose Chainbearer. If you aren't a Summoner, this is OK.

Evard's Dreadful Mist: (AP) Hold them there and hurt them. Great for me.

Stonewrack: (AP) You have better options at this level.

Vertigo: (AP) Bleh. Avoid this like the plague.

Shunt Between Worlds: (D366) Meh, not so good, and you cant teleport them off cliffs or other falls.

Soul Puppets: (D372) Good either for Undead or Non-Undead.

Bigby's Grasping Hands: (PHB) Amazing Power, and can be Sustained. Purple if you only have 1 target.

Blast of Cold: (PHB) So-So power, but the Immobilize is nice.

Otiluke's Resilient Sphere: (PHB) Does No damage, has to be sustained, and can be penetrated. And that is a Daily at this level?

Prismatic Beams: (PHB) Great Power and almost garunteed to hit something.

Wall of Ice: (PHB) The fact that is Vulnerable 25 Fire kicks this power down a couple tiers.


Level 16 Utility:
Spoiler: Show
Displacement: (PHB) This can save your backside against Solos

Clever Escape: (AP) The latest way for Wizards to get out of close combat

Phantom Mask: (AP) How this can be useful I don't know.

Phase Shift: (AP) This power is quite situational, but can get you through a locked door easily .

Spectral Vision: (AP) Basically Phantom Mask for objects.

Summon Diamond Falcon: (AP) Lets you take other squishies out of danger.

Spatial Lock: (D375) Keeps teleporting foes locked down.

Fly: (PHB) Finally! You can fly.

Greater Invisibility: (PHB) Invisibility that can be sustained. Great for your Rouge.

Stoneskin: (PHB) Make the Defender shrug off attacks like feathers.


Level 17 Encounter
Spoiler: Show
Dancing Bolts: (AP) If used right, could hit every enemy in the encounter.

Furnace of Sand: (AP) Not very much damage, and the zone isn't that good either.

Gripping Chains: (AP) Just Entangling Force with a larger area.

Phantasmal Horror: (AP) This power screams CONTROL!

Shard of the Endless Avalanche: (AP) The best part about this power is that you control where the boulder moves.

Combust: (PHB) Basically a bigger Fire Burst.

Titan's Hold: (PHB) Immobilizes, and is basically impassable.

Force Volley: (PHB) 3 supersized magic missiles to throw around? Please, give me something better.

Ice Tomb: (PHB) Great damage, and this is the first Wizard power to Stun. A serious choice for any wizard.


Level 19 Daily
Spoiler: Show
Summon Black Devourer: (AP) Not as good as Summon Chainbearer.

Evard's Ebon Bindings: (AP) Wow. This power just screams to have OoI used with it.

Oppressive Force: (AP) This is the sort of damage you should had 10 levels ago for a daily.

Plague of Illusions: (AP) The enemy cannot use attack powers. The enemy cannot use attack powers. This is just great.

Entombing Earth: (D372) The very fact that this has a Save Ends Stun gives this a good rating.

Acid Wave: (PHB) Designed for Blast Mages at this level.

Cloudkill: (PHB) Area Burst 5 and a hurtful zone. the only problem is that it hurts your allies.

Disintegrate: (PHB) You might be a controller, but this power is great.

Evards Black Tentacles: (PHB) Overshadowed by Cloudkill at this level.
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4 years ago  ::  Jul 22, 2009 - 4:25PM #5
ls612
Date Joined: Mar 23, 2009
Posts: 162
Epic Tier Powers: Arcane Mastery

Level 22 Utility
Spoiler: Show
Globe of Invulnerability: (AP) Great for protection and healing time.

Mordenkianen's Lubrication: (AP) You have a lot of Sustainable powers, and this makes them MUCH better.

Phantom Legion: (AP) Can sometimes confuse enemies.

Time Stop: (PHB) Amazing Utility for this power and this can be used for almost any reason.

Wall of Force: (AP) Can keep the bad guys away while you can heal, and breaking through the wall does damage.

Mass Fly: (PHB) Flying is great, and it can be sustained as a Minor Action.

Mordenkainen's Mansion: (PHB) An Extended Rest? At this level? You have better options at this level.


Level 23 Encounter:
Spoiler: Show
Astral Claw: (AP) It targets Fort and knocks the enemy prone. Not so good for you.

Deceptive Shadows: (AP) Normally, the creature nearest to the target is the Defender.

Frezzing Bolts: (AP) This power is great on it's own, but with Wand of Accuracy, this becomes Amazingly Sky Blue.

Orbmaster's Insuperable Lethargy: (AP) You have MUCH better choices at this level. Even with OoI, this is only Black.

Staffstrike Shock: (AP) This is the Blandest Vanilla, but with the Rider, this is Blue.

Acid Storm: (PHB) Great Damage over Burst 4, and more Auto-Damage.

Chain Lightning: (PHB) This can Hit every enemy in the encounter. And the other targets take good damage.

Thunderclap: (PHB) This Stuns. Repeat, THIS STUNS!


Level 25 Daily
Spoiler: Show
Summon Abyssal Horde: (AP) Wow. THE best wizard summon out there. Even Non-Summoners should consider this.

Bubbling Acid: (AP) Would be Great, but there are so many good options at this level.

Cinder Storm: (AP) Wow. This is better than Bubbling Acid.

Orbmaster's Prismatic Sphere: (AP) The Best Orbmaster's spell in the game. The Rider makes this Sky Blue.

Phantom Reality: This power does no damage, but the debuff just screams CONTROL!

Elemental Maw: (PHB) A great blast mage choice.

Maze: (PHB) This is completely Obsoleted by the AP Powers

Necrotic Web: (PHB) Take Elemental Maw instead.


Level 27 Encounter:
Spoiler: Show
Lost in the Mists: (AP) Meh. Dominated might be good, but this does no damage.

Sequestering Force: (AP) The Debuff on this isn't that good.

Soul Fire: (AP) Weakened is weak at this level.

Steal Time: (AP) Finally, a good power. Who would have thought that?

Tomebound Bloodbeast: (AP) This power is decent for non-summoners, but for Summoners, this is Sky Blue.

Black Fire: (AP) This is a Vanilla Blast Mage power.

Confusion: (AP) Great damage, and it has a nice debuff.

Forcecage: (AP) Yeah. Lock down an enemy and give out CA Candy.


Level 29 Daily
Spoiler: Show
Summon Living Mountain: (AP) Abyssal Horde was better.

Miasma of Enfeeblement: (AP) THIS? For a Capstone. *Barf*.

Prismatic Wall: (AP) At Least it's better than the previous 2 powers.

Visions of Wrath: (AP) A decent capstone power that can do a whole lot of damage through the Dominated.

Greater Ice Storm: (PHB) Not good compared to Legion's Hold.

Legion's Hold. (PHB) This is a power that says I SHALL HAVE MY WAY!!!

Meteor Storm: Just a Pure Damage power.
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4 years ago  ::  Jul 22, 2009 - 4:27PM #6
ls612
Date Joined: Mar 23, 2009
Posts: 162
Paragon Paths: Casting In Your Own Special Way

Wizard Paragon Paths
Spoiler: Show
Arcane Wayfarer: (AP)
Pros: Makes Teleports common for you and your allies.
Cons: The 2 Dailies aren't stellar.

Bonded Summoner: (AP)
Pros: Gives Summoners Great options, and Regeneration 10 on summons is nothing to write off.
Cons: Non-Summoners won't get much out of this.

Hermetic Sabotuer: (AP)
Pros: Allows Great control on the battlefield, and have very synergistic features and powers.
Cons: Powers don't do so much damage.

Unseen Mage: (AP)
Pros: Invisibility is always good, and the powers are high damage and contribute to invisibility.
Cons: The only aspect of control in this path is Invisibility.

Weaver of Chance: (AP)
Pros: If you are lucky, you can do HUGE damage and Nova extremely well.
Cons: If you aren't lucky, you can hurt yourself real bad.

Rimetounge Caller: (AP)
Pros: Abilities are very synergistic, and Cold is rather hard to resist.
Cons: In some campaigns, Cold is resisted very easily.

Draconic Antithesis: (D369)
Pros: Dragon enemies are some of the most annoying enemies out there.
Cons: Very limited path, recommended to be avoided.

Simbarch of Aglarond: (FRPG)
Pros: Has some synergy with summoners, and the powers are more defender and leader oriented.
Cons: Overshadowed by the summoner paths in AP.

Spellguard Wizard: (FRPG)
Pros: Allows Close Combat wizards to really shine.
Cons: The powers are rather lackluster.

War Wizard of Cormyr: (FRPG)
Pros: Blast Mages using this path can Blast even better.
Cons: Not much Control in this path.

Planeshifter: (MotP)
Pros: Allows Control of Movement on the battlefield with ease.
Cons: The Path's Powers are Lackluster and the features are only OK.

Battle Mage: (PHB)
Pros: Great Level 20 spell, and the damage this path can do is incredible.
Cons: Nothing really controllery about this.

Blood Mage: (PHB)
Pros: Great control and damage combined, and the powers are good.
Cons: Hurting yourself isn't very good.

Spellstorm Mage: (PHB)
Pros: Good balance between Control and Damage, but without the Blood Mage con of Hurting yourself.
Cons: Quite focused towards Lightning and Thunder damage.

Wizard of the Spiral Tower: (PHB)
Pros: Allows a wizard to effectively fight in melee.
Cons: There is this arcane class that fights in melee called the SWORDMAGE.
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4 years ago  ::  Jul 22, 2009 - 4:28PM #7
ls612
Date Joined: Mar 23, 2009
Posts: 162
Reserved 6
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4 years ago  ::  Jul 23, 2009 - 1:33PM #8
ls612
Date Joined: Mar 23, 2009
Posts: 162
OK, you can post now.
It's not a matter of Right vs. Left, it's a matter of right vs. wrong

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4 years ago  ::  Jul 23, 2009 - 2:49PM #9
borg285
Date Joined: Jan 23, 2008
Posts: 2,868
change the light blue color to something that looks nicer. the neon color is giving me a headache

You overview of the options for wizards seem quite biased, especially when mentioning paths other than orb of imposition. A pure war mage who is good at the orb, is usually dependable in paragon, thus taking up a secondary implement. Thus he can easily take a path that is best for heroic, then take the second implement feat and pick up orb of imposition then and walk with the best of them.

Magic missile is one of the most damaging at-wills known to the wizard arsenal through arcane admixture(thunder), echoes of thunder, and wizard's fury. I'd say to color it both purple if unaugmented, and skyblue if augmented

Honorable mention should go to genasi due to elemental empowerment. Even though strength isn't used anywhere else, getting this second stat to almost all damage rolls (easily all) is tasty.
DPR King Candidates 3.0
How much damage should I shoot for? Show

You're fired          : 1 Kills Per 5 Rounds = .2 KPR
Fair Striker          : 2 Kills Per 5 Rounds = .4 KPR
Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR
Nerfbat please     : 4 Kills Per 5 Rounds = .8 KPR
It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR

DPR?  KPR?  KP4R?  Bless you Show

DPR = Damage Per round ~= Chance to hit * damage on a hit
KPR = Kills Per Round.  1 Kill = 8*Level+24 damage
       = DPR/(8*level+24)
KPNR = Kills Per N Rounds.  How many standards can you kill in N rounds?
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4 years ago  ::  Jul 23, 2009 - 2:56PM #10
Snoffo
Date Joined: Oct 25, 2007
Posts: 335
Looking forward to it. Really hope this handbook will go all the way to epic tier

Some comments;
Why is Cloud of daggers Sky Blue? It only does some extra damage (wis mod). Only real advantage it have is that it autokill minions, and minions shouldn't be that of a problem anyway. At least not with you in the group.

Also I believe you are overrating Ray of Frost. Slowing creatures is best done at the beginning of an encounter and you probably got some encounter/daily spells to do this job for you. Once you start using Will Powers slowing a creature isn't that good as it usually is. I would in such a case prefer Illusory Ambush for single target spell.
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