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4 years ago  ::  Dec 23, 2008 - 8:57AM #1
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
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 Show

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 Show

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 Show

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 Show

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 Show

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 Show

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 Show

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.

If you want to have a hand in editing/updating this thread, log on to the Gleemax forums with the following account:

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E-mail Address: rothgar69@hotmail.com
Password: ranger
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4 years ago  ::  Dec 23, 2008 - 11:26AM #2
joemama1512
Date Joined: Apr 10, 2008
Posts: 3,288
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
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4 years ago  ::  Dec 23, 2008 - 11:31AM #3
Seeker_Of_Truth
Date Joined: Aug 17, 2007
Posts: 626
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.
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4 years ago  ::  Dec 23, 2008 - 1:15PM #4
necrosnoop110
Date Joined: Jul 16, 2003
Posts: 529
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
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4 years ago  ::  Dec 23, 2008 - 1:24PM #5
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
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.
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4 years ago  ::  Dec 23, 2008 - 1:50PM #6
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
Tactics have been posted.
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4 years ago  ::  Dec 24, 2008 - 3:55AM #7
Xzylvador
Date Joined: Feb 5, 2008
Posts: 382
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.
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4 years ago  ::  Dec 24, 2008 - 5:51AM #8
Dain
Date Joined: Sep 10, 2003
Posts: 86
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?
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4 years ago  ::  Dec 24, 2008 - 11:07AM #9
Seeker_Of_Truth
Date Joined: Aug 17, 2007
Posts: 626
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
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4 years ago  ::  Dec 24, 2008 - 1:31PM #10
Dain
Date Joined: Sep 10, 2003
Posts: 86

Seeker_Of_Truth wrote:

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.

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