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Switch to Forum Live View Elementalist Pyromancer: Half-Elf Fire Elementalist/PMC Wizard
1 year ago  ::  Mar 18, 2012 - 10:11AM #1
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,233
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====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Half-Elf, Elementalist, Paragon Multiclassing
Elemental Specialty: Fire Elementalist
School of Magic Apprentice: Pyromancy Apprentice
Half-Elf Power Selection: Dilettante

FINAL ABILITY SCORES
Str 9, Con 20, Dex 14, Int 11, Wis 11, Cha 22.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 13, Int 10, Wis 10, Cha 17.


AC: 22 Fort: 22 Reflex: 19 Will: 25
HP: 82 Surges: 11 Surge Value: 21

TRAINED SKILLS
Arcana +10, Endurance +15

UNTRAINED SKILLS
Acrobatics +7, Bluff +11, Diplomacy +13, Dungeoneering +5, Heal +5, History +5, Insight +7, Intimidate +11, Nature +5, Perception +5, Religion +5, Stealth +7, Streetwise +11, Thievery +7, Athletics +4

FEATS
Level 1: Adept Dilettante
Level 2: Aggressive Advantage (retrained to School of Magic Apprentice at Level 11)
Level 4: Novice Power
Level 6: War Wizard's Expertise
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Implement Master

POWERS
Dilettante: Scorching Burst
Elemental Magic: Burning Spray
Fire Elementalist: Blazing Cloud
Level 2 Elementalist Utility Power: Good Timing
Paragon Multiclassing: Phantom Foes
Primordial Adept Starting Feature: Vezzuvu's Eruption

ITEMS
Shimmering Cloth Armor (Basic Clothing) +2, Magic Incendiary dagger +3, Eagle Eye Goggles (paragon tier), Bracers of the Perfect Shot (heroic tier), Belt of Vigor (heroic tier), Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock

This is a rough build for an 11th level starting LFR character. Obviously a few dead feats for the power swaps to get the Pyromancer feature to ignore resist and the small damage boost, and not yet proficient in the incendiary dagger but got it for when the feat is freed up.

The progression I'm thinking of would be to retrain into Versatile Master at 12 and take the swapped out feat as the 12th level feat. This would allow Flame Spiral to be taken for the 11th level encounter in place of the useless wizard encounter, and also would allow Eagle's Splendor for the U12 for the extra +1 to hit, as well as using the 12th level item slot to pick up the paragon fire dragonshard for 3 extra damage as well as upgrading the bracers with gold to further boost Elemental Bolt. Then incendiary dagger proficiency at 14th for the extra +1 to hit and +3 damage, and finally Fiery Blood at 16th for 3 more damage. And eventually dual implement spellcaster.

No tricks really, just loads of static damage, and the versatility of at-will close burst, close blast, area burst, and RBA. One possibility I'm considering is instead of adept dilettante just take some INT and wiz MC feat (removing dual implement spellcaster from consideration), make the dilettante a ranger power and take another feat to swap it for rapid shot, allowing Elemental Escalation to be used to double tap one enemy given the right placement (Use rapid shot with elemental bolt when you can get at least 2 enemies and one of them is within 5 of you, then use elemental escalation on one of them to give one the elemental bolts a second target). That of course wouldn't come online until some time later (14th at the earliest and delaying some other feats).

Probably worth squeezing some white lotus feats in also, just don't know where since it is SO feat intensive.
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1 year ago  ::  Mar 18, 2012 - 12:13PM #2
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,246
What's the damage break-down?

I have a Pyromancer PMC Sorcerer at level 12 whose static damage is +23 with fire damage rolls.  Throw Arcane Admixture (Fire) on Storm Pillar and you have a potential 3d6+69 damage if the monster(s) are dumb enough to move through three squares adjacent to the (Fire)Storm Pillar.
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1 year ago  ::  Mar 18, 2012 - 1:21PM #3
Eisenritter
Date Joined: Oct 16, 2009
Posts: 1,023
Pyromancer + not a tiefling = DOES NOT COMPUTE
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1 year ago  ::  Mar 18, 2012 - 3:25PM #4
Noctaem
Date Joined: Mar 28, 2010
Posts: 1,798
you're also sacrificing a lot of feats as you mention.  Is it really worth it Jay ?  Or is this more of a flavor over optimization ?
"Non nobis Domine
Sed nomini tuo da gloriam"

"I wish for death not because I want to die, but because I seek the war eternal"

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1 year ago  ::  Mar 18, 2012 - 3:34PM #5
brandon4444
Date Joined: Oct 18, 2007
Posts: 1
Does Rapid Shot power not require the use of a basic attack power with the weapon keyword?
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1 year ago  ::  Mar 18, 2012 - 3:44PM #6
rjsilverthorn
Date Joined: Feb 19, 2006
Posts: 1,447

Mar 18, 2012 -- 3:34PM, brandon4444 wrote:

Does Rapid Shot power not require the use of a basic attack power with the weapon keyword?




No, you just need to be using a weapon to make the attack. Its the same reason Weapon Focus used to work for Swordmage implement attacks until they updated the wording in Essentials.

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1 year ago  ::  Mar 19, 2012 - 11:34AM #7
Nagasaki_Nick
Date Joined: Dec 21, 2007
Posts: 30
How exactly do you get Rapid Shot? I am a noob, so I am not clear on that, but I might like to go the same route with my elementalist if posssible.
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1 year ago  ::  Mar 19, 2012 - 12:12PM #8
rjsilverthorn
Date Joined: Feb 19, 2006
Posts: 1,447

Mar 19, 2012 -- 11:34AM, Nagasaki_Nick wrote:

How exactly do you get Rapid Shot? I am a noob, so I am not clear on that, but I might like to go the same route with my elementalist if posssible.




The Archery Mastery feat lets you swap a Ranger At-Will for Rapid Shot. I've been toying around with a Lightning Elementalist going that route. 

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1 year ago  ::  Mar 19, 2012 - 12:14PM #9
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,246
There is a feat called Archery Mastery which merely requires you to have a Ranger at-will attack power as a prerequisite.  You take one of those powers as your Half-elf Dilettante power.  At level 11, you take Versatile Mastery, so you have it as an at-will power.  You then either retrain a feat or wait for level 12, to get Archery Mastery, which lets you retrain the Ranger at-will attack power for one of the Hunter at-will powers: Rapid Shot, Aimed Shot or Clever Shot.
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1 year ago  ::  Mar 19, 2012 - 5:00PM #10
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,233

Mar 18, 2012 -- 12:13PM, Undrhil wrote:

What's the damage break-down?

I have a Pyromancer PMC Sorcerer at level 12 whose static damage is +23 with fire damage rolls.  Throw Arcane Admixture (Fire) on Storm Pillar and you have a potential 3d6+69 damage if the monster(s) are dumb enough to move through three squares adjacent to the (Fire)Storm Pillar.




Elemental Bolt is +18 vs. ref, 1d12+1d6+22, blazing cloud/scorching burst are +16 for 1d8/1d6 +20, attack would be +2 and damage +3 at 12th, then another +2/+3 at 14th, extra +3 at 15th from class, another +3 from feat at 16th....so a pretty consistent increase in static damage.

Mar 18, 2012 -- 3:25PM, Noctaem wrote:

you're also sacrificing a lot of feats as you mention.  Is it really worth it Jay ?  Or is this more of a flavor over optimization ?




I'm considering it partly for flavor (ultimate fire master), partly as a fix for the lack of resist piercing the elementalist has by default. Obviously a simpler method would be just to admixture an odd element combo and leave it at that, and I think I came up with a satisfactory option for comparison:

Spoiler: Show

====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Tiefling, Elementalist, Essence Mage
Elemental Specialty: Fire Elementalist
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture II: Arcane Admixture Cold II
Arcane Admixture Power: Elemental Bolt
Arcane Admixture II: Burning Spray

FINAL ABILITY SCORES
Str 9, Con 20, Dex 11, Int 14, Wis 11, Cha 22.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 10, Int 13, Wis 10, Cha 17.


AC: 23 Fort: 22 Reflex: 19 Will: 25
HP: 82 Surges: 11 Surge Value: 21

TRAINED SKILLS
Arcana +12, Endurance +15, Intimidate +16

UNTRAINED SKILLS
Acrobatics +5, Bluff +13, Diplomacy +11, Dungeoneering +5, Heal +5, History +7, Insight +5, Nature +5, Perception +5, Religion +7, Stealth +7, Streetwise +11, Thievery +5, Athletics +4

FEATS
Level 1: War Wizard's Expertise
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: Silvery Glow
Level 6: Aggressive Advantage (retrained to Arcane Admixture II at Level 11)
Level 8: Imperious Majesty
Level 10: Hellfire Blood
Level 11: Arcane Admixture

POWERS
Elemental Magic: Burning Spray
Fire Elementalist: Blazing Cloud
Primordial Adept Starting Feature: Vezzuvu's Eruption

ITEMS
Bracers of the Perfect Shot (heroic tier), Belt of Vigor (heroic tier), Magic Incendiary dagger +3, Khyber Shard of the Fiery Depth (paragon tier), Shimmering Cloth Armor (Basic Clothing) +2, Shielding Blade Incendiary dagger +1, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


It seems this build has way more damage potential to start with an elemental bolt of +18 for 1d12+2d6+30, and as a tiefling can take secrets of belial to grab eagle's splendor for the accuracy boost, eventually grab one more arcane admixture for the last at-will, grab gloves of ice for another damage boost, wintertouched/lasting frost. From 17th onward once elemental escalation adds ongoing 10, could add icy clutch of stygia and maybe MC wizard for Hellfire Master too since EE would be 4/encounter. 

I guess what I'm really doing here is kind of testing the limits of the Elementalist and seeing what can be done with them. Can anyone see any interesting combos like the nifty WWoC Beast Switch Bladesinger? Pseudo-defender tricks or other random control that could be thrown on? Obviously white lotus feats would work well, but that just feels like it comes up short for me...


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