Background: I recently retired both my capped 32.WF Necromancer (Wizard) and 32.WF Sorcerer, in favor of what I believe will be my final WF arcane build. My penultimate WF arcane represents, for me, the culmination of my experience playing/tweaking several builds drawn from both classes of arcane casters and is predicated on my belief that the versatile Wizard, while presently situationally powerful, will become only more powerful as the game continues to mature (and more, more spells are added to the game).
My experience playing at the end game tells me that area of effect CC, especially mass charms via Symbol of Persuasion, Mass Suggestion, and (eventually/especially) Mass Charm Monster is a pathway to quest domination at the end game (and also is SP conservative). Charm mobs: Have 10-100x the hit points melee characters in the party typically have and often hit just as hard, don’t ask for buffs, and don’t need healing. They are literally disposable heroes. A (ch)army meant to soak and deal damage and then die.
My experience playing at the end game also tells me that UMD, even on a WF Wizard, has an important role.
Ghoste has shown us with his crafty videos that Stealth, in general, and especially on Wizards, can be an important facet to game play to promote SP conservation and soloing capabilities.
Therefore, my goals when I set out to manufacture my Wizard included:
1) WF, as they are my preferred character race owing to significant racial immunities and self-healing capacity without fancy gear right out of the creation forge (@level 1).
2) Max INT for a non-Drow.
3) Reasonably high CON to promote survivability.
4) Must have both spell penetration feats.
5) Have all the important soloist/party support/PvP feats, including extend, empower, maximize, heighten, enlarge, and quicken.
6) Functional UMD at mid- to late-end game.
7) Stealth capable.
Constructive criticism is always welcome. Regards, -Daemonis.
==========================
Stelemagus
32.WF True Neutral Generalist Wizard - Who is Stealth, UMD, & PvP capable.
WF Racial Traits: Immunities (sleep, nausea, exhaustion, poison, disease, paralysis effects, energy drain, spells that target humanoids such as hold person, DQ wrack, earth elemental grab), extended time underwater before drowning, composite plating (+2AC, light fortification), healed by Arcane (full effect) or Divine spells (at –50%), automatic stabilization (free Diehard feat).
Starting Stats: S8 D12 C16 I18 W6 CH12
[Endgame Stats, depending on gear/tomes should be: ~ S14 D18 C24 I33 W12 CH18]
Feats:
1) Mental toughness I
1, Bonus) Extend
3) Heighten
5, Bonus) Maximize
6) Mental toughness II
9) Spell Penetration I
10, Bonus) Quicken (situational, when soloing/Raid/PvPing)
12) Spell Penetration II
15) Empower
15, Bonus) Enlarge (can CC/instadeath from afar before you are detected or your Sorcerer companion can nuke or kill them! LOL. Also helpful in PvP).
Skills: Max Concentration, UMD, Hide, Move silently, and Spot. Rest of skill points go into Balance. 1 Rank in Tumble at creation.
Note1: End game UMD (assuming 18CHA, greater heroism, and Golden Cartouche) = 20. Enough to wand whip the incapacitated party Cleric off the floor or equip most RR gear in the game. UMD will go higher with better gear.
Note2: End game Stealth (assuming 18DEX, greater heroism, Docent of greater shadow, Boots of Elvenkind +13) = 32Hide & 30Move silently, not including the effects of Invisibility. With practice, your skills using stealth will increase. I can personally attest that you will experience some growing pains, LOL.
Spell Points: ~1490-1755 depending on gear.
Hit Points: ~254+ depending on gear/tomes.
Career Development:
Early: Elemental manipulation (Fire/cold) spec’d, max INT, Energy, WF CON.
Late: Energy manipulation (Acid/lightning) IV, Elemental manipulation II or more, INT III, spell pen III enhancements, WF CON II, Energy IV, and whatever else.
Regards,
-Daemonis.