
Originally Posted by
xtchizobr
namely, the UMD'd Heal and Rez scrolls from wiz/rogs... the de-trapping is wonderful while leveling and doing PUGs, and the Evasion is simply godlike with IR, so the increased survival along with self and group heals more than makes up for the -3 or so save DCs on your spells. Ennervation and buffs and Cloud spells, etc. can mitigate your slightly lower offensive capabilities when it actually matters. let the meatshields do their job, don't bother nuking trash.
more than makes up? That entirely depends on what you want to do, you lose 2 caster levels, 1 dc, slightly more efficient metamagic, about 200 sp.
You also lose one feat and gain more skill access, trapsmithing and evasion from a rogue, you gain 1 feat and evasion from monk.
Whether it's worth it is entirely up to your playstyle.
stay away from the AM PrE SLAs, they're mostly just a great way to waste SP for a Wiz/Rog. you're 2 levels below a pure Wiz, so you need to be that much more conservative and tactical with your spell slingin'.
Some of the AM SLAs are amazing since they get metamagics for free. If you find yourself using a spell very often, then having it in a SLA will save you sp even if it costs you some max sp. I cast web about 20+ times per quest, having it cost me only 3 sp instead of around 45 is a huge mana saver. The first two enchantment SLAs are just as great.
In the same way, the evocation SLAs can be a great way to nuke cheaply while leveling.
bring buffs and utility more than raw damage -- combining the arcane with the trap monkey saves your group a slot to bring a slab of beefcake instead of the halfling rogue, so consider damage to be last on your to-do list. when you do throw nukes, use the ones that don't allow saves or which provide other benefits.
what you bring to a quest should be situational. The huge advantage of being a wizard instead of a sorc id that you can bring the right spell for the quest. If you're doing an undead-heavy quest, bringing fire wall and other dmg spells will be your main contribution. If you're doing Amrath quests and your DCs are on the low side to land there, then do bring saves debuff and no save dmg spells.
As for the rogue comment, you ARE aware that the halfling rogue will do more dmg against low-fort mobs right?
FW in Delera, of course, but that also means Cloudkill in Gianthold and Acid Fog in the desert (bonus points now that they stack kinda....). Disco Ball, Web and other persistent spells will require multiple saves from victims, making them much more likely to have an effect even when you aren't Heightening them,
you should always have heighten on when casting CC spells unless the mob will only save on a 3 or 4 even without heighten
but when you do want to use a "save or die" (nothin' wrong with the Finger...), you should definitely consider throwing a cheap debuff like Curse or especially Despair first. the new and improved Hypnosis is suddenly god-tier (so the SLA for it might be worth the AP, if you can actually spare any. it's a cheap enough spell anyway, though) as is Despair because of their unresistable -Will debuff (i'm undecided about Mind Fog, but they are not mutually exclusive, and they actually make Mind Fog easier to land anyway. MF + Disco = easymode). don't forget about the extremely powerful Waves of Exhaustion which doesn't allow any save and is AoE besides!
the only no-save save debuff are despair and hypnotism for will (and yes the hypno SLA is very much worth 1 AP, 1 sp instead of 10 when you cast it at every mob pack you come across saves you lots of sp, plus you can actually heighten it for free and use it as a CC spell instead of just as a save debuff) and solid fog for reflex. If you need to cast a despair then a curse to land your insta-kill spells, then it takes you way too long to cast them and you should just let the melee kill trash mobs. If you need a save debuff to land your insta-kills use enervation.
Mind Fog is nice in theory, but you shouldn't need a -10 will save debuff unless your DCs are really bad, in which case mind fog will rarely land.
Waves of exhaustion is only worth it against epic mobs, anything else including non-immune bosses dies way too fast, and nukes or CC will be a much better use of sp.