| Post/Author/DateTime | Post |
|---|---|
| Alsark06-06-05, 09:07 PM | I am wanting to create a wizard class. I haven't been playing Dungeons and Dragons for very long, although I do have two other characters (both are rangers). One of my rangers was a fighter, the other a archer... I thought a cleric would be a bit boring, so I decided I wanted to try being a spellcasting. This actually brings me to my first question - which is a better overall class for spellcasting, a wizard, a sorcerer, or something else (like psionic classes, for example)? Now... keeping the option open to be either a wizard or a sorcerer... what is the best possible combination to become the strongest spellcaster? I can do anything I want (such as be a black ethergaunt if I desired - but, of course, I'd have to suffer through the ECL). So basically, I am looking for answers to these questions, trying to become the best wizard possible: 1) What race should I be (keep in mind, I can pick whatever I want, but I want my character to be as good as possible in the long run)? 2) What main class should I be (and if a wizard, should I pick a school speciality)? 3) Should I multi-class or get prestige classes (I realize some prestige classes are better for, say, group battles, and some for singular battles... but I'm looking for more of an overall thing here - not a spellcaster that specializes in one kind of battling). 4) If yes to the above, in what order should I get my levels in? 5) What feats should I get (a priority order listing would be nice too). 6) Is there any other useful tips about maximizing a spellcaster? (I'd like to ask that you also state what books each thing is from in case I want to look them up myself. I have a friend who has like all of the books). Thanks for taking your time to read this. |
| Necron9906-07-05, 02:14 PM | The reason you haven't had any replies yet is probably that the question is too open-ended...The "best" spellcaster, whatever that is, is a subject of debate and opinion here not just a matter of math. Your first stop should be the Optimization Library stickied at the top of the forum. There are a few good builds in there, and it should put you on track to understand the tricks that make spellcasters tough. However, since I posted I guess I at least owe you one opinion... IMO the most spellcasterly spellcaster (discounting that disgusting "Cheater of Mystara" thing) is a Human Wizard/Incantarix/Archmage. When I think of the archetypical guy on the cover of the 1st ed. UA, this is the build that best describes him. You can find a detailed build in the Optimization Library mentioned above. Good luck, fly a lot, and stay the heck behind the tanks. P.S. - Clerics aren't all that boring :D |
| nubbert06-07-05, 03:01 PM | This isnt a "build me a character board" its a "help me optimize my character" Generally speaking, you'll get better responses if you do your homework (ie, browse the boards and look stuff up yourself) and if you provide people more to work with. I'm guessing you're new to the CO boards. Anyway, here's a thread that may help you. I'd suggest looking through the board for wizard threads... you'll find most of your answers there. http://boards1.wizards.com/showthread.php?p=6372263#post6372263 notice how the post starts off with some guidelines... thats always helpful. |
| Votan06-07-05, 03:11 PM | 2) What main class should I be (and if a wizard, should I pick a school speciality)? I think that this is dependent on what level do you start at. The main losses of specailization are in options. But at low levels you can't prepare all options anyway and having a couple of extra spells (especially the extra spell at your highest level) really, really helps. A very high level wizard might actually want to prepare a suite of spells that covers seven or eight schools thus seeing an actual penalty here. Another option highly worthy of note is the first level elf wizard racial substitution found in Races of the Wild. It is a bit of a no-brainer for an elven wizard generalist. |
| Amish Rake Fight Man06-07-05, 03:14 PM | IMO the most spellcasterly spellcaster (discounting that disgusting "Cheater of Mystara" thing) is a Human Wizard/Incantarix/Archmage. When I think of the archetypical guy on the cover of the 1st ed. UA, this is the build that best describes him. You can find a detailed build in the Optimization Library mentioned above. :D are not there two versions of the incantarix (sp?)? one of which is superior to the other? |
| Alsark06-07-05, 04:55 PM | Hm... so I might go with the build on the optimization thread (the Wizard's Handbook): IX. Iconic Min/Max Wizard (epic-ready) I’ve created what I consider to be the Iconic wizard from a min/max standpoint. Think “Tordek” or “Vadania”—only well-crafted. Name: Suanna Race: Sun Elf (FRCS) Age: 192 (adult at 110, middle aged at 210) Height: 5’11 Weight: 124 lbs. Alignment: Neutral Good Patron Deity: Corellon Larethian The author did mention there were a few books that he had not read - therefore, is there anything in his build (such as the spells he chose) that would be recommended to add to the list from the books he hasn't read? Also... I've heard the the gray elf is also good (like the sun elf). What book is the gray elf in though? I'd like to compare it with the sun elf... assuming my friend has the books. Final question... I'm assuming you can only carry one spellbook at a time? Or can I have as many as I want? |
| Uziel06-07-05, 05:03 PM | Generally, you have to use the newer version of the prestige class....as that has superceded the existance of the other one. So no, the incantatrix isnt as nasty as it used to be, but its close. Play a Gold Elf/Grey Elf.....they get +2 Int, and also take a racial substitution level for wizard when you take it. You get an additional spell in your book every time you gain a level, AND you get an additional spell of your highest level you can memorize. Plus, if you're willing to lose out on one level of spellcasting, the +2 Int you garner from the Racial Paragon class is pretty nifty. |
| Bonzai06-07-05, 05:49 PM | Ok, to answer your original question, "Which is the most powerful Spell caster?". I would say that arguably a Sorceror at 20 is more "powerful" than a lvl 20 wizard. A wizard will have more feats and a greater selection of spells, but a sorceror will be able to cast more of them. You also get the benifit of not having to keep a spell book or buying spells. Now, with that being said, Sorcerors are a funny class in that there is absolutly no real benifit for staying in the class it's self. What class you pick is up to you, but I would HIGHLY recomend something that has use magic devices as a class skill. The reason why is for the Channel Charge feat in LEoF. It allows you to expend a spell at least 1 lvl higher than the spell on a charged item, and make a UMD check. If sucessful you do not expend a charge on the item. What this means for a Sorceror is that you can expand your spell selection with a good staff and a few wands. Heck, it's a great way to strech out the life of a wand of healing. anyways, thats my two copper. |
| Alsark06-07-05, 08:18 PM | Ah... too many choices. I'm still thinking about a gray/sun elf (with elven wizard generalist) with levels 5 Wizard / 10 Incantarix / 5 archmage though... except I do have one question... how am I going to fit all of the spells on a spellbook? Can I have more than one spellbook? |
| Caelic06-07-05, 08:37 PM | Tiny pet peeve: It's "Incantatrix." Pronounced, "In-can-TA-trix." Rhymes with "Dominatrix." The male version, properly, is "Incantatar" or "Incantator." Rhymes with "Dominator." |
| Votan06-07-05, 08:44 PM | Ah... too many choices. I'm still thinking about a gray/sun elf (with elven wizard generalist) with levels 5 Wizard / 10 Incantarix / 5 archmage though... except I do have one question... how am I going to fit all of the spells on a spellbook? Can I have more than one spellbook? I have a slight preference for Wizard 6/Incantor 10/Archmage 4 unless you have a very good use for that last high arcana. This version bumps up saves and BAB over the other and I usually don't need more then 4 high arcana. |
| Erudite06-07-05, 09:00 PM | Use the version of Incantatrix from Player's Guide to Faerun. It is superior to the earlier version found in Magic of Faerun. You may have more than one spellbook. I would suggest: Wiz5/Geometer 2/Incantatrix10/Archmage3 Geometer is from Complete Arcane, and the second level of the prestige class allows you to write any level spell on only one page in your spell book. This saves money and space. The only decent powers from Archmage are Mastery of Shaping, Arcane Reach, and possibly Arcane Fire or a second helping of Arcane Reach. The others are more limited in scope. |
| Alsark06-07-05, 09:09 PM | Tiny pet peeve: It's "Incantatrix." Pronounced, "In-can-TA-trix." Rhymes with "Dominatrix." The male version, properly, is "Incantatar" or "Incantator." Rhymes with "Dominator." Sorry. I try to make sure everything I type is spelled right... and since I didn t want to take a shot in the dark I copied and pasted how somebody else typed it... but apparently that wasn't the right way :/. Use the version of Incantatrix from Player's Guide to Faerun. It is superior to the earlier version found in Magic of Faerun. Ah... thanks, that is good to know. I was going to ask if my friend had the Magic of Faerun book since that is the source named in the "Wizard's Handbook" topic. I'll use the one in the Player's Guide - thanks. You may have more than one spellbook. I would suggest: Wiz5/Geometer 2/Incantatrix10/Archmage3 Geometer is from Complete Arcane, and the second level of the prestige class allows you to write any level spell on only one page in your spell book. This saves money and space. So if I can have more than one spellbook then why should space me a concern? The money part shouldn't be too much of a problem even without levels in Geometer... |
| Erudite06-07-05, 09:42 PM | Money should be a concern, except in a Monty Haul game. Assuming you write two spells into your book each character level, at the highest level spell level you can cast. This means (for simplicity's sake) 180 (18,000 gp) pages for 36 spells (4 of each spell level) instead of 36 pages (3600 gp). That is two spell books compared to a third of one spell book. One sixth the space. And a wizard should always have a back up copy of each of his spells. Always. Double the price. Now don't forget magical protections, wards, and special materials to keep it safe. This saves your 30, 000 gp, enough to buy a Thought Bottle(CA) plus 10K more stuff. Not bad. The Geometer will have all the space he needs in one spell book. A regular Wiz may run into two or three spell books, or more, plus back ups. If your GM does not care, threaten your spell books, or such, ignore what I said above. |
| Dark_and_Stormy06-08-05, 11:34 PM | You mention battling. That generally means the Iconic fireball throwing badboy of arcane lore, aka the magical "Fighter". If you want a blaster-mage (fire-balls-a-plenty) then go the sorcerer path. Go into archmage for Mastery of Elements (if you're going to blast, blast well!) Tight on Feats, but you can get there. Also buy feat (as suggested above) 'channel charge' to give you healing (via wands) and spell versatility (via staves). Suggested Build: Human Sorcerer6/WildMage10/Archmage4. Feats: 1 (Regional Feat of Choice or Free Feat) Human (Free Feat) 3 Magical Aptitude 6 Silent Spell 9 Spell Focus: (Evocation) 12 Spell Focus: (Conjuration) 15 Skill Focus: (Spellcraft) 18 Channel Charge -Full Casting Progression, Variable Caster Level (Add Ioun Stone!). -Archmage Abilities of Mastery of Elements, Mastery of Shaping, Arcane Fire, Arcane Reach. -Max Skill ranks in UMD for Channel charge. -Use Arcane Reach for Touch spells (Cure light Wounds via wounds etc). -Most spells should be balls, bolts, and rays, for use with Elemental changing on the fly. -Spell Focus on those spells you'll use most often (Evocation/Conjuration). -Ensure you also know a silent teleport or dimension door for emergencies. -Doesn't HAVE to be human, but you could do with the extra feat; I'd suggest another one from LEoF that allows you to break up your slots into smaller ones. Don't know many 9th level Spells? Turn your slots into multiple fireballs or similiar. -Oh, and it's Epic ready, of course. Questions and Answers: 1) -Humans are great casters, for the feat if nothing else. -There's an Elf for every variety of caster, pick one with appropriate stat boosts. (Star Elf from UE makes a reasonable choice for the blaster above) -Other than that, pick any race with either inherent casting (Sylph), template with same (White Dragonspawn if you can get away with it) and no downsides in your primary stat. Keep LA to a minimum unless it's really worth it (Again, white dragonspawn...yay!) 2) -Sorcerers make great blasters, and are an easy way to learn casting and casters without being bogged down in item creation, too much metamagic, or strange researching shenanigans. -Wizards are generally more powerful if they have the time and money to research the plan - scrying comes in very useful here. Bonus feats, access to better PrC's (easier, at least) and the ability to get any spell they want (pretty much) makes this a great class, but perhaps not for a 1st-timer. -Warmages and Wu-Jen (Complete Arcane) have their Niches, but again, not great for first-timers. -Warlocks are not, strictly, arcane casters. They are a great class, and actually a good one for beginners, but probably not what you're looking for. 3) -Wizards and Sorcerers should generally both Multi-class. There is (relatively) little that can be gained from pure-classing, except familiar advancement. And I don't like familiars at all, they make nice targets for enemy casters/archers. Apparently, the new forlorn feat from dragon magazine turns this useless critter into a functional feat. Good-o. All PrC's add something useful. Some are better than others. Creme de la creme: Archmage, Incantatrix, Geometer, Loremaster, Dweomerkeepter. Full casting only need apply. Blaster builds (ie above) are good for wanton killing and destruction. Single-killers (Duelists, as it were) are a special breed, and probably more specialized than you're looking for. 4) 5) -Both of these questions are looking for a build. I've given you (albeit a simple one) a fairly good one. 6) -Avoid Level Adjusted races. -Avoid classing into anything that doesn't give full casting -Look carefully at all equipment: Robes of the Archmage are Nice, but can be replicated with several other pieces (all SRD) for less, and better. -Buy on Orange Ioun Stone. Just do it. -Keep out of combat. -Act mysterious and powerful, or dress like a slave and hope to be ignored. Never go for "Apathy", or you'll be first against the wall when the revolution comes. Finally, if you're using UA's LA buyoff, the black Ethergaunt (you already know about it) is a great choice.... I believe the LA is only +3. You get great outsider HD, and full casting. What's not to like? hehe, Hope this helps out. Adeiu. -D&S |
| Alsark06-09-05, 12:21 AM | I'm actually thinking more about the sorcerer now than the wizard because I guess you could say I want a good "blaster." However, I had another topic asking about my core class (where I was a little more specific on what I wanted), and they said if I wanted a class that was made purely for damaging with spells then Warmage would be the way to go. Should I go with the warmage or stick with a sorcerer if I want to do heavy blasting spells (and preferably quite a few a day)? I already know what prestige classes to take if I go with a sorcerer (thanks for the help on that one), but what about with a warmage? :Edit: Quick question... not entirely related to this though... but it does fit into a spellcasting build. What book(s) are the gray elf, wildmage, and warmage in (Dark and Stormy mentioned something about "Warmage and Wu Jen"... and then Complete Arcane... but I'm just making sure if the Complete Arcane comment applied to both or just the Wu Jen)? :Edit: Sorry... another question. If I'm an archmage, can I use abilities like "Mastery of Elements" as many times as I want (as long as, of course, I increase the level of the spell)? Or can I use something like that only once per day? I didn't notice a limiter on the description... then again, I'm not entirely observant. :Edit... Again: Heh, last one (for this post, anyway), I promise. Now... let's say I do make my character a black ethergaunt. I realize the level adjustment is +3... but the effective character level is like 18 or something (I'm too lazy to find the exact number right now). Is there anyway I can just ignore the 15 or so HD and basically make it a 3 ECL instead of 18 ECL? I'm not entirely sure how these things work... the thing is, I'm making a level one character... so I can't very well have something with 15 HD running around (with 18 ECL). |
| Dark_and_Stormy06-09-05, 01:09 AM | My gut feel would be to stick with Sorcerer. They get the same sort of limited spell list, but's it's customizable. Dimension Door, as mentioned, can be a life-saver, and Warmage's simply don't get it. Same with some other spells, limited wish is a tough call, but you have that choice. Not so with Warmage. Warmages get the nice bonus feats of Sudden Extend, Maximize etc, but I believe it's only once a day...it doesn't make up for the lack of versatility. Also, remember (if you go the Archmage route) that you don't NEED Orb of Acid, Orb of Fire, Orb of mushy goo.... they are all the one spell to you. Get an Orb spell, and move onto something else. Same with most bolts, rays and balls. Finally, of the Warmages other advantages, Edge is hopeless (extra 5 points of damage on a polar ray? Who cares!), and Armour should be un-necessary. You shouldn't be anywhere near combat at all (remember dimension door/blink etc!) Grey Elf is in the Monster Manual or SRD. It's the generic Elf for Wizards with +2 INT. The Sun Elf is the Forgotten Realms version. Warmage and WuJen are both in Complete Arcane, as is the WildMage PrC. (And a bunch of good spells and equipment!) Mastery of Elements and Shaping, and Arcane Reach, can be used at will. Arcane Fire (as you can see) relies on 'burning' a spell slot, but that can be useful vs things with, say, elemental immunity... (You're talking a big bad nasty, there) or if you 'forget' what immunities any given creature has. Re: The Black Ethergaunt. You and your DM would have to correspend, together with the book Savage Species, to find a "monstrous progression". In other words, while the party is gaining Character Levels, you'll be gaining Monster 'Levels'. There are rules and examples on how to do this is Savage Species, but the Ethergaunts aren't explicitly mentioned. Observed the Ghaele for a good example, though. Basically, I would say you would start with 1 Outsider Hit Die and one caster level. As you increase in ECL (by XP) you gain extra Hit Dice and spellcasting levels. By the time you reach ECL 20, you would have 17 Hit Dive, and you would also have 3 "levels" which gained you no HP or Skills, but gave you some other racial abilities. (The LA equivalent bits). That's pretty vague, I know, but Savage Species Ghaele description, a couple of beers and common sense will show you it can be done. Now all you need is a reasonable RP reason to let you have one.... Edit1: Strictly speaking, you could probably make a Sorcerer with no combat spells at all, making him a pure utility mage, and rely exclusively on Arcane Fire to kill things. After all, you're burning the spell slots anyway.... Something to think about (I don't know myself if this would be playable) Edit2: Black Ethergaunts, despite their attraction, I suspect will be too hard to play from Level 1 anyway, unless you are playing a VERY odd campaign. I'd leave it, and go with a traditional build. Leave it in the back of your mind for an Epic one-shot, though.... ;) D&S |
| Alsark06-09-05, 05:16 PM | Alright then, sorcerer it is. You suggest that I put levels in Wild Mage - I would find this quite interesting, I must say, for the entertainment purposes of the class. I wouldn't at all mind being a Wild Mage... but a lot of people suggest the Incantatrix (for both wizard and sorcerer, it seems). So which would you say is better overall? Or were you just recommending Wild Mage so I can do even more damage? I haven't seen any builds use Wild Mage... but still, I think I would enjoy using it... there is a certain excitement about not knowing if you're going to end up killing your team off or not. :Edit: Also... I am thinking about giving my character two flaws that wouldn't harm me too much... but then getting two bonus feats at level one. If I do this, what feats would you recommend? |
| Endarire06-11-05, 03:43 AM | Assuming you use Dark_And_Stormy's build, I advise taking Improved Initiative (+4 initiative - SRD) and Practiced Caster (+4 caster levels, negates Wild Mage's caster level loss - Complete Arcane) should your DM allow it. If the Practiced Caster trick fails, other feats, like Improved Toughness (+1 HP/level - Complete Warrior), albeit at a later time, will do. -EE |
| Skyrocket06-11-05, 06:27 AM | Alright then, sorcerer it is. If you're going sorcerer consider being a stronheart halfling. They get two feats like a human at first level, as well as luck and Dex bonuses. Plus, since they're small there's a AC point for you. |
| Orkz06-11-05, 08:45 AM | A good spellcaster... Sorcerer (no need to prepare fixed spells, no need for a spellbook) Guild Mage of Waterdeep (Spellpool: cast your spells into a pool, take any spell of same levelf rom that pool... better then MotAO because of lower requirements) Archmage (for cool feats and more power) Sorcerer to Guild Mage -> Level 5 (Rank 8 Skills) + Level 3 Spells + Spell Penetration OR Focus + any Metamagic Feat. So i guess we will do: Sorcerer 5 Guild Mage is needed until 2 (Level 3 Spells from pool) or 6 (Level 6 Spells) or 10 (9th Level Spells from Pool). Since Archmage is only a 5 Lv PrC we will stay Guild Mage... Sorcerer 5 / Guild Mage of Waterdeep 10 / Arch Mage 5 Full Caster Progression, cast *all* arcane Spells without preparing them + cool Arch Mage Feats... Now it's just a matter of race. Sun Elf or stronheart halfling or...? |
| necrosnoop11006-11-05, 10:49 AM | Guild Mage of Waterdeep (Spellpool: cast your spells into a pool, take any spell of same levelf rom that pool... better then MotAO because of lower requirements) Guild Mage of Waterdeep, at least the one I am aware of, suffers an ongoing exp penalty, and thus is a terrible choice over MotAO, in fact it is a terrible choice period. Peace, Necro |
| Caelic06-11-05, 11:02 AM | I could be wrong, but I also recall that the Guild Wizard spellpool only has a percentage chance to have any given spell. If that's the case, it seems like MotAO would be worth the added trouble for the reliability factor. |
| Arterion06-11-05, 05:25 PM | Mage of the Arcane Order is basically the 3.5 version of Guild Wizard of Waterdeep. |
| necrosnoop11006-11-05, 05:28 PM | Mage of the Arcane Order is basically the 3.5 version of Guild Wizard of Waterdeep. Essentially yes. But my point was that even back in the era of 3.0, Guild Wizard of Waterdeep was a poor optimizer's choice and it's an even worse choice in 3.5 Peace, Necro |
| Orkz06-11-05, 08:50 PM | Both existed in 3.0 and i got no idea about what they changed in 3.5 since i refused to buy that... If it's a poor choice make it 10 Levels Mage of the Arcane Order then... Still a good Build to get a spellpool, right? So: Sorcerer 5 / MotaO 10 / Arch Mage 5 ? Could even go as far as only take MotaO 7 (until Spellpool III) and save 3 Levels for... hell i dont know yet... |
| necrosnoop11006-11-05, 08:55 PM | Both existed in 3.0 It is a bad PrC for optimizers in ANY system (3.0, 3.5, 3.0/3.5 hybrid, etc.) and i got no idea about what they changed in 3.5 since i refused to buy that... You should take a second thought 3.5 is so much better than 3.0 but to each his own. If it's a poor choice make it 10 Levels Mage of the Arcane Order then... Still a good Build to get a spellpool, right? Guild mage is a poor choice and for spellpool action MotAO is decent but I would only recommend taking it up to 7th level at most. At 7th is when you get access to all spell levels. |
| Squirrelloid06-11-05, 10:08 PM | Wizard is strictly better than sorc, especially at high levels. Those extra spells the sorc gets arent all that much more than the wizard gets, and he loses a lot of versatility. Specializing helps the wizard even more here. I recommend necromancy or conjuration as specialties, and dropping evocation and probably enchantment. Evocation is a mostly useless school. The optimal wizard is probably wiz5/inc7/fatespinner5/archmage3. Or trade an archmage level for another incantatrix level. (Closer to epic ready). Fatespinner causes opponents to actually fail saves at high levels, and makes it easier for you to win initiative, which is key. For race, human is better than anything else. That extra feat is well worth it. If you're going to be an elf, find one that pumps you int. |
| Uziel06-11-05, 10:34 PM | The problem with this thread is that its so utterly subjective ;p I'm working on a wiz currently and took a 2 CL hit (i suppose the 2nd one is a 1 CL hit): Elf 3/Wizard 3/War Weaver 5/ Initiate of the Sevenfold Veil 7 / Archmage 2 or Elf 3/Wizard 3 / Geometer 5 / Initiate of the Sevenfold Veil 7 / Archmage 2 I cant get over how ridiculously useful those veils are...and if you're party buffing, the war weaver is pretty nice. Geometer might only be worth the 2 levels to get the spellbook....but i dont see picking up another class. Sun Elf for race...if you plug a rolled 18 into intelligence, you wind up with a 27 Raw by 20th level. Oh yeah - if your DM allows Dragon Magazine feats....take Initiate of the Faerie Mysteries (#319)....Int to HP. |
| aelryinth06-11-05, 10:48 PM | The problem with Sorceror taking guild mage of waterdeep is that those spells he takes out of the pool are fire and forget spells. So, he gets great utility...but the fact he gets only his spells known castable/day would suck bigtime...why be a sorceror>? ==Aelryinth |
| Orkz06-12-05, 03:49 PM | Guild mage is a poor choice and for spellpool action MotAO is decent but I would only recommend taking it up to 7th level at most. At 7th is when you get access to all spell levels. I know, i know i know. I looked it up, i looked it up. no need to say it twice, no need to say it twice. I am conform with you that MotaO is a better Choice then Guild Mage. I was talking about the fact that it is a good idea to get Spellpool III for Sorcerers... Why is sorcerer a bad choice? He got more Spells/Day and does not have to spend hours to prepare them, can always cast what's needed. Nothing more stupid then a party that has to rest a day at a high cliff because non of the casters has memorized Flight or Levitate... And with Spellpool III you do not only have acess to all Spells, whatever you need, you also can have a "Spellpool Debt" of x3 Caster Level and you can trade smaller Spells for bigger ones. So a level 20 Sorcerer / CHA 20 could cast: 6 Spells Lv 9 26 Spells Lv 9 by paying with levels from smaller Spells 6 Spells by incuring a spell debt of 56 = 38 Level 9 Spells / Day and mind you, *any* arcane Spells of Lv9... or alternatively almost 300 Lv1 Spells All at +6 DC because of Archmage (ok will loose some spells by it) So: Sorcerer 5 / MotaO 7 / Archmage 5 is done at level 17, stills 3 levels to waste... |
| necrosnoop11006-12-05, 03:52 PM | I was talking about the fact that it is a good idea to get Spellpool III for Sorcerers... Yes, I was agreeing with you, Spellpool III for Sorcerers can be a good thing, that is why I recommending only taking MotAO up to 7th level so you can nab Spellpool III and use those other three levels elsewhere. |
| Orkz06-12-05, 04:04 PM | ok, ... mind the above post, i quick-calculated the Lv9 Spells / Day... *muhahaha* So, what do we spend the 3 levels on? Please ignore the other post's rough voice, i am a bit tired after 4 hours of swordfight-training... |