Blaster Archtype [Archive] - Wizards Community

Post/Author/DateTimePost
Savien Jaedar

01-19-07, 08:15 AM
I'm looking for some help optimizing a pure blaster; "pew pew" and all that goodness.

It seems a waste to build one out of a classic wizard, as I've always seen them as more of a utility class (i.e. Logicninja's Batman-wizard).

I'm leaning toward warmage, but I'm not sure if I want to give up everything that isn't purely combat related.

Any other options out there? Or perhaps some good PRCs I don't know of to augment a blaster type caster? I've given all arcane examples, but if a divine blaster is possible, I'd like to hear about it.

I was unable to do a search on the boards (has it been disabled?), so if this has already been discussed at length, a link to the appropriate thread(s) would be great as well.

Thanks
carnivore

01-19-07, 10:08 AM
try this:

look here.......many ideas:

http://boards1.wizards.com/showthread.php?t=463783

then try this.........:

Warmage 1/ Psion 3/ Cerebremancer 10/ Mage of the Arcane Order 6

feats:
Precocious Apprentice
Arcane Preparation
Cooperative Spell
Extend Spell
Arcane Disciple:
Domains that are good.......:

Animal..................... Shapechange
Celerity.................... Time Stop, Imp Blink, Haste
Luck........................ Miracle
Celestia(PlanarDomain=LG) .................. gives 2 choices each spell level...also Divine Favor, Divine Power , Righteous Might, Summoning Spells, Regeneration

now you cast any Arcane Spell(Sor/Wiz)....lots of useful Divine Spells, and have 7th lvl Psionic Powers.....and Still get 9th level Spells


:D
DaveTheMagicWeasel

01-19-07, 10:43 AM
Probably the best blaster is Psion (Kineticist).

And it doesn't sacrifice utility to anything like the extent that Warmage does.
Edea

01-19-07, 10:51 AM
It also depends on the campaign world. A typical day of only 4 encounters makes nova characters the most appealing (such as the aforementioned kineticist or, heaven forbid, a wilder). In a game where you go through a great number of combats/day, though, a warlock's at will abilities become more and more valuable.

One thing is for sure: do not play an evoker. Period. Even a plain old core sorc is a better blaster than an evoker. Wizards are problem solvers, not damage batteries.
Savien Jaedar

01-20-07, 12:56 PM
This particular campaign is pretty combat oriented, so perhaps the "nova/alpha strike" type would go empty a bit too fast. I've considered the reserve feats from CompMage as a way to extend combat effectiveness.

Carnivore's build looks pretty interesting, using the mage of the arcane order to get spells normally not available is a nice trick. One thing though, Warmages need caster level 18 to get 9th level spells, this only takes him to 17 at char level 2...Not that games often get to that level anyway.

Perhaps the endurance of a 'lock is the way to go, They have a whole bag of fun tricks.
PhaedrusXY

01-20-07, 01:10 PM
Wilder is a pretty good option, if you're concerned about running out of power points, and only want to "nuke" stuff. Just decide before hand when you want to get out of the class. Wild Surge actually becomes counter-productive if you stay in the class too long, due to the stupid wording of Psychic Enervation. I think Ranger1/Wilder4/Slayer10 is a good start. You could also stick around till you get +3 or +4 Wild Surge, but I am not sure it is worth it.

In the end, you won't be able to throw out astounding amounts of damage like a well-built nova psion, but you'll be able to dish out strong damage from beginning to end, and not worry too much about running out of "juice".
Crovaxan

01-20-07, 01:36 PM
sorry to be off topic but, how is psychic enervation counter-productive? with wild surge 6 you only got 30% of bein dazed, and its after your done anyway.
Edea

01-20-07, 01:49 PM
Because the number of power points lost is equal to your wilder level. In other words, if you get wild surge up to only +1 or +2 with a small number of wilder levels and then, say, take levels in Anarchic Initiatite (or any other PrC that advances manifesting fully, really), you are actually rewarded for not staying in wilder when you use its primary class ability.
PhaedrusXY

01-20-07, 03:00 PM
Because the number of power points lost is equal to your wilder level. Exactly. I only noticed this a few days ago, when hammering out the details of a wilder build. It is incomprehensibly stupid. If you're a level 20 Wilder, and you only do a modest +1 Surge, you still lose 20 power points if you happen to Enervate. If you're a Wilder4/other stuff 16, you only lose 4. The amount of power points you lose is tied to your Wilder levels, and has nothing at all to do with how much you surge for.
carnivore

01-20-07, 03:17 PM
This particular campaign is pretty combat oriented, so perhaps the "nova/alpha strike" type would go empty a bit too fast. I've considered the reserve feats from CompMage as a way to extend combat effectiveness.

Carnivore's build looks pretty interesting, using the mage of the arcane order to get spells normally not available is a nice trick. One thing though, Warmages need caster level 18 to get 9th level spells, this only takes him to 17 at char level 2...Not that games often get to that level anyway.

Perhaps the endurance of a 'lock is the way to go, They have a whole bag of fun tricks.
definately get the reserve feats...for this type of build...then you are far more versatile than a Warlock and can easily out perform Psion,Wilder,Wizard,Sorceror,Cleric or Druid by themselves......notice:

the build i gave....will do this:

Cast 8th lvl spells(you were correct...my math error)
Manifest 7th lvl Powers
Cast Divine spells....from several Domains, SPONTANEOUSLY
Cast Any Arcane Spell(1st-6th) from Sor/Wiz list
if you were human and had access to only 2 domains(Celestia,Luck)...you would have 2 feats for Reserve Feats: Fiery Burst and the Summoning one or Teleport are all very nice




:D :D