Next weekend I'm probably going to introduce my tiefling pyromancer to the rest of my party (old character died horribly against a sphinx )
but seeing I usually play martial characters building him to my satisfaction is quite the challenge.
Especially chosing feats at lvl 8..... there are so many I want. I want to do more damage.. I want to be less squishy... Aaaahhhhh xD
So I'm here for some feedback seeing I am sure there are still some things that could be tweaked.
Also I had a quesstion to people here. What is the best way to give powers the Fire keyword. Especially the Evocation benefits seem to go to waste right now Ofcourse there is arcane admixture at paragon, but seeing this is one power per feat I'm only concidering this for freezing burst.
Anyhow here is my char.
Amnon, level 8
Level 1 Apprentice Mage: Pyromancy Apprentice
Level 4 Apprentice Mage: Evocation Apprentice
Level 5 Expert Mage: Pyromancy Expert
Level 8 Expert Mage: Evocation Expert
Background Theme: Infernal Prince
FINAL ABILITY SCORES
Str 8, Con 17, Dex 13, Int 20, Wis 13, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 15, Dex 13, Int 16, Wis 13, Cha 10.
Level 1: Staff Expertise
Level 2: Superior Implement Training (Accurate staff)
Level 4: Dual Implement Spellcaster
Level 6: Hellfire Blood
Level 8: Hellfire Arcanist
Level 1 Mage At-Will Powers: Scorching Burst
Level 1 Mage At-Will Powers: Freezing Burst
Level 1 Mage Daily Powers: Fountain of Flame
Level 1 Mage Daily Powers: Flaming Sphere
Level 1 Mage Encounter Powers: Burning Hands
Level 1 Mage Encounter Powers: Orbmaster's Incendiary Detonation
Mage Cantrips: Light
Mage Cantrips: Prestidigitation
Mage Cantrips: Spook
Level 2 Mage Utility Powers: Moonstride
Level 2 Mage Utility Powers: Arcane Insight
Level 3 Mage Encounter Powers: Cinderfall
Level 3 Mage Encounter Powers: Shock Sphere
Level 5 Mage Daily Powers: Summon Magma Beast
Level 5 Mage Daily Powers: Bigby's Icy Grasp
Level 6 Mage Utility Powers: Glowering Wrath
Level 6 Mage Utility Powers: Dispel Magic
Level 7 Mage Encounter Powers: Fire Sea Travel
Level 7 Mage Encounter Powers: Winter's Wrath
Spellbook, Accurate staff of Ruin +2, Periapt of Proof against Poison +2, Cloth Armor (Basic Clothing) of Resistance +2, Magic Accurate staff +2
The rest of my party is a fighter, a shaman and a sorcerer.
My attacks already ignore fireresistance because of my pyromancy feature of the mage.
Have looked at Burn Everything as a definate feat option, but at lvl 8 I don't expect to many immunities to show up and as I said soooo many feats I want including ofcourse Unarmored agility and Improved Defences.
Have looked at Flaming weapon, but as I read it it only changes untyped damage and most wizardpowers aren't untyped as far as I can see. Did I miss an errata?
Haven't checked the white lotus feats yet. Will have a look. (Argh more goodies in the feat section xD )
There are about three varieties of Firey weapons (only one has the name, but there are a number of weapons that do roughly the same thing.)
I'm perusing some of the Vault books, and it's not in AV 1 or 2, however I know for a fact that there are a number of weapon enchantments that give you an at-will power that changes all damage dealt by the weapon to fire damage. It's not a property, but an item power. Firey, Flaming, etc. If you really can't find one, grab a Ki-Focus of the emerald flame, and pick up Ki-focus proficiency (with MC assassin, monk, or the Elemental Initiate theme), and use that. DIS still works, even if you use a ki-focus to cast, as you still have an implement in your off-hand.
Using a Ki-Focus in this way actually opens up some other staff options too, as you can take staff fighting to get a +1 to AC from defensive, and then pick up a defensive staff, which would give you a +1 to all defenses.
Your power selection does need work though, keep an eye on it. You have a very small number of actual fire powers for a pyromancer, especially considering that they're going to do the most damage, the most reliable damage, and that wizards get at least one fire option minimum every level. Basically, you need more burning.
I admit I'm a newbie at charOPing and never really played a wizard, but here's some items I picked up (mainly from the outdated "It's Elemental: A Guide to Damage Types.")
Hellfire Staff (lvl 4+)
Activate/deactivate it with minor to add the fire keyword to melee and close spells like Color Spray (lvl 3 evocation encounter) or Thunderstaff (lvl 5 daily).
Staff of Acid and Flame (lvl 10+ though)
Makes spells with acid keyword, like Acid Arrow (lvl 1 daily) and Tomebound Ooze (lvl 7 encounter), do fire damage and get the fire keyword.
They don't work on powers already having damage keywords post erreta, so I don't think it would work with most non-charm wizard powers.
Khyber Shard of the Fiery Depth (lvl 2/12/22)
It could be advisable to get hold of one of these to augment your chosen staff to permanently add some damage with your fire attacks.
Flame Rose(s) (lvl 10/20/30)
These gives a ongoing fire effect on every target struck by your fire powers. Cool for when you really want to set the scene on fire .
If you have the time to spare and haven't checked it out yet, here's a link to the most recently updated wizard's handbook: community.wizards.com/go/thread/view/758...
Getting Burning Hands and Shield, and swapping Cinderfall for Fire Shroud would seem like a good idea for optimization based on the recommendations in the handbook.
About feats I got the impression that tiefling has a lot cool feats like Secrets of Belial (letting you get the utility power of any other class is pure win!). Genasi seem far superior to tieflings if one wish to play blasters blasters with multiple damage type powers, but in that case wouldn't it be better to be an arcanist rather than a pyromancer?
And lastly, isn't Magic Missile quite lackluster by CharOP standards since it drops out on a lot of damage bonuses due to not having a damage roll? I got the impression its best use was to get rid of minions far away who would otherwise be hard to hit, but that it never was preferable to use damage-wise.
Genasi only really make better blasters for Thunder/Lightning builds. Tieflings are very competitive for Fire.
There is actually a good Fire power at every level of daily/encounter, so the need to use a conversion weapon for a Wizard blaster is pretty nil. Pick native fire powers, use a Staff of Ruin. Add a Siberys Shard, as well.
You ought to start with a 20 Int (so 22 at 8). You will probably also want to at least consider 14 Cha, so you can pick up Superior Will in Paragon. At a minimum it should be 13, so you can get it in Epic. You could do it with Wis instead, but I personally think Cha is more useful for a Tiefling. Obviously boost Con/Int. Also Tieflings have flex stats now, they can be Int/Cha or Int/Con.
Your first five feats should be expertise, Hellfire blood, Accurate Staff, Unarmored Agility, and then either Enlarge Spell or Improved Defenses. DIS is nice, but after you reallocate your stats for the 20 int you won't qualify till Paragon (12 in Dex). And even then it won't be better then one of the new HoEC feats for typed damage that are +2/3/4 to damage till you get a +4 Implement in late Paragon.
First of thanks for all the advice so far it's definately helping me decide what I should take
I'm reading through all the guides and definately getting a lot of new ideas.
I'm running through your suggestions, but running into a few things. First of Tieflings do have flex stats but it's Cha/int or Cha/con as far as I know. Obviously int was the nobrainerchoice there, but sadly can't chose int/con.
Also I am a bit confused how you see the attributepoints. If I put two more points in intelligence that doesn't leave much for the others and I count cha wisdom and dex that need points for requirements and such.
Are you thinking of something along the line of this?
FINAL ABILITY SCORES (race int/cha, level4&8 int/con)
Str 8, Con 12, Dex 12, Int 22, Wis 12, Cha 14.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 12, Int 18, Wis 12, Cha 12.
Definately see what you mean with DIS.
The reason I was wondering about a conversion weapon or something similar was to get evocation powers with the fire keyword. Seems like such a shame to let that evocation apprenticefeature go to waste
Still Staff of Ruin is hard to beat on a blaster.
Evocation is not that great, tbh. Brutal is worth .5 damage per die. As an Implement user you get nearly all your damage from static mods. I'd go with Nethermancy over that (though the benefits there are also fairly marginal). Though as I recall several powers were errata'd/republished to add the Evocation keyword that did not previously have it. You might look into that. Remember you can use the Compendium search function even without a DDI sub. "Fire Evocation Wizard" returns 31 powers. Flaming Sphere is on there, as are several other top tier powers.
Yeah, that array looks right. Not sure why I thought Tieflings were Int/Con as an option... just messed that up.
As an example I can give you the template of the Tiefling Pyromancer I made, here's the link: community.wizards.com/jasonite75/go/char...
For some reason I can't seem to copy/paste the pdf I made of her character summary but hopefully you can get the gist from this. Your starting stats are exactly the same as mine at lvl 1, you may want to review spell selection differences. I chose Enlarge Spell at level 8 as a feat and I don't think you need DIS until you're into paragon. I chose Primordial Adept as a theme, and if you're in FR the Akanul Benefit can be nice. I planned her out to level 30, so if you want to optimize her at level 8 there may be some differences.
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