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  1. #1
    Community Member rjedi's Avatar
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    Default Wizard Build help

    This is a build i would like to Plan COMPLETELY out before i make it

    I am wanting to try out wizarding and so i would like acess to level 3 spells asap and other spells as well
    I have Drow but no 32 point build

    Should i max intelingence then Con then Dex?
    I was thinking of Heavy Crossbow or should i pick up reapeating heavy crossbow?

    And what level 2 spells are a must concidering i dont have any scrolls yet or inscription materials? ( i know of plenty of higher level spells but level 2 always stumped me lol )

    I know the action points can be reset but i like to keep mine in place so what should i take if i want to do damage but also stay in the back of the party being able to buff?

    And Last what are some good feats? mental toughness? Spell focus? Weapon Proficiency (heavy repeating crossbow?
    Last edited by rjedi; 12-06-2009 at 01:40 PM.

  2. #2
    Community Member rjedi's Avatar
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    I have partially came up with this build
    Wizard 4 Drow

    Base:
    Str 8
    Dex 14
    Con 14
    Int 20 (21 at 4)
    Wis 8
    Cha 10

    I would always max concentration, UMD, put one into tumble (because who doesnt want to roll around when you are waitig for the party) Heal ( so i can get those SP back at shrines )

    level 1
    Mental Toughness
    Insightful reflexes

    Level 3
    Which Feat here?
    Level 4
    +1 int

  3. #3
    Community Member The10man's Avatar
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    Default My 2cp TIFWIW

    Not sure if you have access to Warforged (mine is) but this would still be good as a drow I think you would just lose self healing. My starting stats were 12 Str, 8 Dex, 16 Con, 19 Int (had +1 tome immediately), 6 Wis, 12 Char. You don't need your dex that high unless you are going to take weapon finesse and have access to finessable weapons. Make your str higher and cast masters touch on yourself. Maxing Heal will be wasted as your SP are full after shrining and your HP will never be so high that a Shrine doesnt at least come real close to topping you off. I put my points into concentration, UMD, one point in tumble, a few in heal (repair for my build). I took mental toughness, toughness (for HP), and empower and extend as soon as I could.

    I solo this character almost exclusively have ran him from level one to level 8.3 so far he is my second wizzy, and he is a blast to play. Hope it helps.
    Dungeon Alert and difficulty scaling killing LFMs since 9-1-2009.

  4. #4
    Community Member rjedi's Avatar
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    Default

    Thanks, I really did not think of WF but i will change some stuff so i will have 2 builds, But the Drow was for the pluses in Cha ( UMD ) and Dex ( crossbow and some AC )

    The Extra Dex is for the Crossbow though ( i thought Dex was the determining stat )

    Also i will have A LOT of extra skill points so i will go with Repair over Heal for a WF
    And Why empower Is it really that good? Or would a Highten or Maximes be better

    And i would Max int and rasie it also at every level

  5. #5
    Community Member The10man's Avatar
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    Default Level 8 info

    At level 8 with no items my guy is at 114 Hit points and 549 Spell points. For enhancements I have taken racial toughness 1 and 2 after taking toughness feat to boost HP, Energy of the scholar 1 and 2 for SP, wizard int 1 and 2 (so int is 24=20 base +2 tome +2 feat), WF constitution 1, and inscribed armor 1 to eliminate arcane failure for just being WF (took with first set of AP), the rest of my points are in critical multipliers/chances for spells of the diff types I suggest repair early so your self healing spells hit you with good numbers. Heighten really comes into play later in game IMO when you face mobs with better saves. I will take it later.

    My RL brother plays a WF wiz that is now capped and I modeled this build after his.
    Dungeon Alert and difficulty scaling killing LFMs since 9-1-2009.

  6. #6
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    I would suggest ignoring dex. A wizard's base attack bonus progression is so low all the dexterity in the world will not make you hit a target in the end game. At level 1, the difference between you and a warrior is only 1, but it is 10 points at level 20. Add to that the fact a warrior will invest everything he has into his attacks while you cannot and you will never hit anything except at the beginning. This dexterity will only help you at the beginning of the game (and not much), and you will wish you spent those points elsewhere for most of the game.

    Also, AC is too low on a wizard for dexterity to be worth the investment since most monsters will hit you 95% of the time anyway. Finally, the insightful reflex feat lets you use your intelligence on reflex saves.

    My advice would be :
    strength 10 (cost 2)
    dexterity 10 (cost 0)
    constitution 14 (cost 10)
    intelligence 20 (cost 16)
    wisdom 8 (cost 0)
    charisma 10 (cost 0)
    All bonus points go into intelligence.

    If you really want to have a backup attack to save your mana, get a wand. Scorching ray and force missile work great.

  7. #7
    Community Member Vengenance's Avatar
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    Default

    Quote Originally Posted by Zereth501 View Post
    I would suggest ignoring dex. A wizard's base attack bonus progression is so low all the dexterity in the world will not make you hit a target in the end game. At level 1, the difference between you and a warrior is only 1, but it is 10 points at level 20. Add to that the fact a warrior will invest everything he has into his attacks while you cannot and you will never hit anything except at the beginning. This dexterity will only help you at the beginning of the game (and not much), and you will wish you spent those points elsewhere for most of the game.

    Also, AC is too low on a wizard for dexterity to be worth the investment since most monsters will hit you 95% of the time anyway. Finally, the insightful reflex feat lets you use your intelligence on reflex saves.

    My advice would be :
    strength 10 (cost 2)
    dexterity 10 (cost 0)
    constitution 14 (cost 10)
    intelligence 20 (cost 16)
    wisdom 8 (cost 0)
    charisma 10 (cost 0)
    All bonus points go into intelligence.

    If you really want to have a backup attack to save your mana, get a wand. Scorching ray and force missile work great.
    /signed

    Forget about melee and concentrate on being a good caster. Wizard is a good first choice since you can constantly swap out spells until you find the ones you like best. Personally, I think you may be better served by rolling as a WF, self-healing, immunities, and extra con will make you less squishy and very self-sufficient.
    Charater Names: Mostly Jeryle for the dudes and Merreth for the ladies
    Main: Wizards and Healers
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