View Full Version : Which weapon proficiency for a Wizard ?
lppmor
04-18-2010, 10:56 AM
When I solo with my Wizard, I cast Master's Touch to be able to swing a two-handed weapon to drop trash mobs or things like constructs, so I can save some sp. Since Wizards have so many feats anyway and many mobs can cast dispel, my idea is getting some martial proficiency instead of be casting Master's Touch all the time.
Which weapon you guys suggest for a Wizard? Maul for banishing enhancement? Falchion? ...
DavionFuxa
04-18-2010, 11:16 AM
I wouldn't suggest grabbing a weapon profieciency on a Wizard. Master's touch is really all you need.
It would be nice if some dev fixed it so it didn't spam the combat log with every proficiency that exists, causing about 4 seconds of lag however. Its not usually a big deal, but with fast moving groups it might be a bit irritating, so carry a quarterstaff (there are several really nice ones now) as a backup in situations where the need for speed is very high.
Dawnsfire
04-18-2010, 11:35 AM
I would stick to Master's Touch personally. I very much doubt you will need a weapon after 7th level. If you absolutely must wield a weapon you don't need master's touch for, I would recommend either the quarterstaff (no feat necessary) or perhaps go for Midnight Greetings (http://img694.imageshack.us/img694/2360/midnightgreetings.jpg) (for the intel damage mod).
lppmor
04-18-2010, 12:36 PM
Thanks for the responses.
So, and what about getting Improved Critical at lvl 18? Worth getting that for solo purposes? Maybe to improve the proc rate of banishing enhancements on Mauls, elemental burst enhancements on Falchions, etc..?
DavionFuxa
04-18-2010, 01:37 PM
Really I would suggest the only combat like feat you would need to get on your Wizard is Toughness. However, depending on your build it might makes sense to get some melee combat feats.
Mind Posting what your character is - ie, Race, Alignment, Stats, etc.
lppmor
04-18-2010, 01:53 PM
WF Wizard, with 16 starting STR (22 now with +6 item). Also, I'll stay pure to lvl 20.
I'm considering some melee feats because I play solo, and as a Wizard I can run out of sp in some quests. I'm now at lvl 14 and have something around 1150 sp. I know spells are my main focus, but I really would like to have some sort of melee capability for a few occasions, such as when facing too many constructs (to not have to spend several disintegrates), some trash mobs, or just for saving sp for a big boss battle.
What kind of melee feats would you guys suggest for a solo focused pure Wizard, if any? Or can I just buy all those metamagic cost decreasing enhancements and go all the way with spells?
GhoulsTouch
04-18-2010, 02:01 PM
Just stick with Quarterstaff splashing a monk level or three, and pick up THF. Maybe even do 2 levels in ranger for TWF and the use of wands. D&D progressed from the old days. Many prestige classes require you to multi class in pnp to make full use of diversification. It actually encouraged players to multi-class.
mechgouki
04-18-2010, 02:06 PM
By the way, I know of a melee sorc.
He use this tactic of having many Divine Power Clickies, so that he can get good BAB. You might want to consider doing this as well, since you can make up for 10 BAB which the Wizard loses.
hydra_ex
04-18-2010, 02:21 PM
Thanks for the responses.
So, and what about getting Improved Critical at lvl 18? Worth getting that for solo purposes? Maybe to improve the proc rate of banishing enhancements on Mauls, elemental burst enhancements on Falchions, etc..?
No. When soloing, you'll go for one of two things: kiting through AoE, or hold spells (which are autocrits anyway). Many wizards pick up heavy picks, so that when they hold something or another player stuns something, they can effectively contribute to the group's DPS.
hydra_ex
04-18-2010, 02:22 PM
Just stick with Quarterstaff splashing a monk level or three, and pick up THF. Maybe even do 2 levels in ranger for TWF and the use of wands. D&D progressed from the old days. Many prestige classes require you to multi class in pnp to make full use of diversification. It actually encouraged players to multi-class.
Bad idea. You'll regret it at lvl 7.
tihocan
04-18-2010, 03:15 PM
Pick Toughness / Power Attack first. Then maybe Improved Crit. Then maybe a proficiency if you really find room for it (would probably be Falchion or Greataxe); and mostly if Master's Touch lag is unbearable for you.
sephiroth1084
04-18-2010, 03:56 PM
I say try to get in some groups running The Reaver's Fate semi-regularly until you manage to acquire a Dreamspitter and just use that. Don't need Master's Touch, or any other feats (Power Attack might be nice), and it works very well with your CC spells (Ghoul Touch, Hold, Flesh to Stone).
Kaldais
04-18-2010, 07:02 PM
I would personally just have a pair of elemental burst heavy picks of maiming, and only use them against held monsters. Don't even need master's touch or any combat feats.
spartin
04-18-2010, 07:27 PM
id go along with other people and say dont take a proficency. i have a set of heavy picks (seeker 10 & +5 puncturing) for auto crit mobs (see mass hold monster), or the inspired quartes Q-staff with improved destruction for non auto crit mobs. no dp clickies needed with this set up
lppmor
04-19-2010, 08:03 AM
Currently I only have Hold Monster and Mass Hold Person, so I'll have to wait a while before getting access to Mass Hold Monster.
But in fact I liked the idea of after lvl 17 using Wail of Banshee against fortitute weak mobs and Mass Hold Monster against will weak mobs. Maul already deals x3 crits, but dual picks also seem nice. Since I have already Spell Penetration and Improved Spell Penetraion, I don't think I'll have too much problem landing these spells, and I'll also get Necro Focus at lvl 15.
Thanks guys.
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