| Post/Author/DateTime | Post |
|---|---|
| #1Dragon9Jul 11, 2009 23:55:52 | So my Wizard just hit 6th level, and I need to pick a feat... but I'm having a hard time picking between two of them... 1) Enlarge Spell - He has a fair number fo area attacks, so boosting it's size would be helpful. Especially for fun things like Stinking Cloud. Actually the IMPI mod we just played would have been easier in the last fight(s) with this because Stinking Cloud would have blocked LOS for the baddies up top. if you know what I mean. 2) Implement Expertise (Orb) - Hitting 6th he's +9 to hit. I haven't had many problems (other than bad die rolls) with a +8 up until now. +10 vs. NADs does sound good. I have been in many situations where having one more square on either side would have been immensely helpful. I'd like to hear what other people think about these two. Especially anyone who has played wizards are other classes with lots of Area attacks simply because I know the first gut reaction of everyoen is "take the plus to hit!" ![]() |
| #2VamrocJul 12, 2009 0:31:49 | So my Wizard just hit 6th level, and I need to pick a feat... but I'm having a hard time picking between two of them... 2) Implement Expertise (Orb). Go with this because it helps every power not just the AoEs and when your charactor does use AoEs it will allow the charactor to hit those enemies easier. This also allows Enlarge Spell to become even more dangerous because not only do your spells hit a wider area they'll hit more often. |
| #3amysrevengeJul 12, 2009 1:45:16 | For wizards I like familiars, leather armor, and expertise. With my own I've multi-classed to cleric, and I'll be taking the utility swap feat at 10 to grab mass cure light wounds (since I'm not totally in love with any of the wizard level 10 utilities). |
| #4Herid_FelJul 12, 2009 7:57:49 | What does he already have, for both powers and feats? Obviously, the more area attacks he has, the better than Enlarge Spell will be. |
| #5Dragon9Jul 12, 2009 11:32:36 | Not in love with Wizard 10 utilities? I have 3 words for you: Feywild Spell Surge. |
| #6Dragon9Jul 12, 2009 11:35:21 | AOE's he has are: Scorching Burst, Phantom Chasm/Freezing Cloud, Stinking Cloud. I'm thinking of retraining Chill Blast to Orbmasters Incendiary whatever it's called. One of the new 1st level encounters from Arcane Power. It is also an area burst. I'm debating retraining Phantasmal Assailant to Grasp of the Grave, but Phantasmal Assailant is great when you have a couple rogues in your group. EDIT: Featwise he has: Action Surge, Improved Initiative, Initiate of the Faith, and Dark Fury. |
| #7booleanJul 12, 2009 21:34:22 | It is also an area burst. I'm debating retraining Phantasmal Assailant to Grasp of the Grave, but Phantasmal Assailant is great when you have a couple rogues in your group. Grasp of the Grave will do just as much for the rogues. They might need to ready an action to attack while the target is dazed, but you're still giving them plenty of combat advantage. EDIT: Featwise he has: Action Surge, Improved Initiative, Initiate of the Faith, and Dark Fury. Dark Fury? The feat that gives you +1 damage with illusion and psychic powers? If you don't retrain anything else, I'd recommend losing this and using the slot to pick up both feats. |
| #8Dragon9Jul 12, 2009 21:44:00 | Dark Fury is Necro and Psychic powers. You bring up a good point. It can probably wait until later. |
| #9ughmanJul 13, 2009 1:13:13 | Absolutely 100% Implement Expertise. I'm under the opinion that basically every character ever should pick up either implement expertise, weapon expertise, or focused expertise. I know that's sort of melodramatic but honestly I think they're that important. As long as you feel you miss a significant amount of the time (which is pretty much everyone, right?) you need this feat. Enlarge spell is a really cool feat too, but I'd say go with the basics first. I also think there are a lot of great lvl 10 wiz utility powers: 1. Arcane Gate - sometimes, getting all your melee characters up to 20 squares away (including potentially up castle walls or other large vertical distances) makes the difference between an extremely difficult fight or an easy one. This can be a win button, and your party members will thank you for it. 2. Blur - the +2 to all defenses is really cool, but I think the best part of this power is the enemies more 5+ squares away from you can't see you. Not only is this cool defensively but its amazing offensively. Giving yourself CA for your AE attacks can be a big deal. 3. Mass Resistance - Sometimes you'll be fighting a dragon or all undead or an elementally themed encounter, and this one spell can basically turn something very challenging into a joke. Not always amazing but frequently can be. 4. Feywild Spell surge - sometimes you really need to hit. Compare to various other classes daily utility rerolls. Depends on your build. and several others As for lvl 5 daily powers, grasp of the grave is ridiculous and when properly employed (esp. w/ a fighter for locking down enemies) just ends combats. It has the tendency to make DMs a bit upset I think though as it's (IMO, not looking for a debate) overpowered. Orbmaster's is great too. Area burst knock prone is amazing (especially when fighting flyers!). Also combos very well with color spray on action point (not sure what your enc 3 is though.) Anyways I think the theme you got going there is solid. I'm a big fan of "control wizards" as opposed to "war/dmg wizards" and I think you'll find they just keep getting more amazing (relative to other characters) at higher levels. I believe as we see groups at H3 into P1 and beyond, you start seeing "control" controllers as becoming invaluable. |
| #10Dragon9Jul 13, 2009 6:43:57 | Well, I suppose I should have posted him at the start, but here is now. ====== Created Using Wizards of the Coast D&D Character Builder ====== Vermunder Braudostur, level 6 Human, Wizard Arcane Implement Mastery: Orb of Imposition Background: High Imaskar FINAL ABILITY SCORES Str 8, Con 13, Dex 10, Int 19, Wis 17, Cha 11. STARTING ABILITY SCORES Str 8, Con 13, Dex 10, Int 16, Wis 16, Cha 11. AC: 18 Fort: 16 Reflex: 19 Will: 20 HP: 43 Surges: 7 Surge Value: 10 TRAINED SKILLS Religion +12, Arcana +12, Nature +11, Dungeoneering +11, Insight +11 UNTRAINED SKILLS Acrobatics +3, Bluff +3, Diplomacy +3, Endurance +4, Heal +6, History +7, Intimidate +3, Perception +7, Stealth +3, Streetwise +3, Thievery +3, Athletics +2 FEATS Wizard: Ritual Caster Human: Improved Initiative Level 1: Action Surge Level 2: Dark Fury (retrained to Enlarge Spell at Level 6) Level 4: Initiate of the Faith Level 6: Implement Expertise (orb) POWERS Bonus At-Will Power: Scorching Burst Wizard at-will 1: Illusory Ambush Wizard at-will 1: Ray of Frost Wizard encounter 1: Chill Strike Wizard daily 1: Phantom Chasm Wizard daily 1 Spellbook: Freezing Cloud Wizard utility 2: Shield Wizard utility 2 Spellbook: Feather Fall Wizard encounter 3: Maze of Mirrors Wizard daily 5: Phantasmal Assailant Wizard daily 5 Spellbook: Stinking Cloud Wizard utility 6: Wizard's Escape Wizard utility 6 Spellbook: Dispel Magic ITEMS Spellbook, Adventurer's Kit, Dagger, Magic Orb +2, Robe of Eyes Cloth Armor (Basic Clothing) +1, Amulet of Resolution +1, Alchemical Reagents (Arcana) (30), Orb of Impenetrable Escape +2, Potion of Clarity (level 5) (2) RITUALS Tenser's Floating Disk, Comprehend Language, Explorer's Fire, Endure Elements, Speak with Dead, Scroll of Raise Dead, Gentle Repose, Knock ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== ![]() |
| #11dkay807Jul 13, 2009 8:39:22 | I also think there are a lot of great lvl 10 wiz utility powers: Agree - the wizard 10 utility powers are jaw-droppingly good. Let's not forget about Illusory Wall either. |
| #12BigfluffylemonJul 13, 2009 9:40:26 | I concur with getting rid of dark fury and taking both of them. I don't think that the bonus elemental damage feats are worth it until paragon, at which point the bonus is appreciable, the stat requirements less horrendous (since you got +1 to everything at paragon), and by that time you might actually have enough powers that you'll get to use it more than once or twice a combat. Heck, I don't even like weapon focus for anyone other than a ranger before 11th. Just my opinion, of course. |
| #13PauperJul 13, 2009 18:40:52 | I initially took Enlarge Spell as my wizard 8th level feat (after having taken Implement Expertise (staff) at 6th), then trained it out for the Invoker multi-class feat. And my wiz has all the area spells yours has, plus Color Spray, plus Burning Hands. It just wasn't that useful. Then again, I looked through the Wiz 10 utilities and didn't see anything I liked better than Fire Shield, so maybe my thinking is off. -- Pauper |
| #14Dragon9Jul 13, 2009 22:18:27 | I've actually run into a few situations recently where havign Enlarge Spell woudl have been a great boon. Show In IMPI1-4, there's two towers with 3 Arcane Ballista on top. It's, in total, 7 squares across where they are. So I drop a Stinking Cloud on them to block line of sight, not knowing about Arcane Ballista and not knowing they can jump, they just move out of the cloud and rain unholy hell down upon us while getting our butts kicked by other baddies too. Had I had enlarge spell, i could have covered the entire top and they couldnt' have fired. |
| #15ughmanJul 13, 2009 22:59:06 | Enlarge spell is really good, and (I believe) you should take it when you can. I just think Implement expertise is warranted more first. (I also agree that expertise/enlarge are both more useful than dark fury.) |
| #16Kurald_GalainJul 14, 2009 10:58:05 | So my Wizard just hit 6th level, and I need to pick a feat... but I'm having a hard time picking between two of them... Enlarge is probably better, in that being able to hit one or more additional targets in an area effect is more effective than having an additional +1 to hit. Enlarge is definitely flashier. Combine with Staff of the War Mage to give your DM a few serious WTF moments :D |
| #17sagartlandJul 16, 2009 7:50:58 | Feats my Wizard likes: Reapers Touch and Distant Advantage. I would say that it never seems to me that an enlarged AOE area would help, especially because powers like Stinking Cloud attacks any creatures, not just enemies. The Orb expertise is a great all-around little boost and you should probably take it eventually. But my Wizard uses Spectral Hound in conjunction with Distant Advantage quite nicely. Just an idea of something fun! |
| #18Dragon9Jul 16, 2009 7:53:25 | Distant Advantage is something that I plan on taking before long. Reaper's Touch seems... well, if I'm in melee range than I'm doing soemthign wrong. :D Are you the other wizard from the game of IMPI1-4 at the Bookery last Saturday? |
| #19ReylanceJul 22, 2009 9:27:39 | I like Enlarge Spell. The 7th level encounter power Enemies Abound is area burst 1 within 20, 2d8+Int damage, and looks like a good spell to enlarge. |
| #20dkay807Jul 22, 2009 14:00:37 | I think both Enlarge Spell and Implement Expertise are overrated. Arcane Power is full of fluff feats and those two are prime examples of useless fluff. You need to grab Fast Runner ASAP. If you have a spare feat slot, pick up Sure Climber when you get a chance, it's a phenomenal feat with many useful applications. |
| #21Dragon9Jul 22, 2009 16:58:34 | Oh snap! I guess I'll have to wait two more levels to retrain those out. How did I not see this? |
| #22ibixatJul 24, 2009 4:29:09 | I think both Enlarge Spell and Implement Expertise are overrated. Arcane Power is full of fluff feats and those two are prime examples of useless fluff. Hang on a second, I have those on my fighter! Doh! |
| #23sagartlandJul 24, 2009 12:07:47 | Distant Advantage is something that I plan on taking before long. Reaper's Touch seems... well, if I'm in melee range than I'm doing soemthign wrong. :D Are you the other wizard from the game of IMPI1-4 at the Bookery last Saturday? No I've never played at the Bookery. My sister lives in Dayton, and so we checked with them about playing once and was basically told the tables are full ![]() If I'm in melee range something is definitely wrong! But my wizard is like Batman... she has a contingency for everything. Bringing up the rear has its disadvantages when you get a surprise attack! But thanks to repulsion armor, Reaper's Touch, and Wizard's escape, I never sweat the close stuff. |
| #24raniswinsJul 24, 2009 12:26:54 | I think Improved Initiative is a waste of a feat. If I were you, I would retrain out of it and pick up Implement Expertise and Enlarge Spell. Problem solved. In fact, I think the only time that Improved Initiative is not a waste is on a rogue because of First Strike. |
| #25amysrevengeJul 24, 2009 12:53:12 | I think Improved Initiative is a waste of a feat. If I were you, I would retrain out of it and pick up Implement Expertise and Enlarge Spell. Problem solved. Generally I agree. There are a few builds I've put together where I've taken Improved Initiative in Heroic Tier kind of as a place holder, to retrain out for a second Paragon feat right at level 11 (that way I don't "lose" anything important for the retrain - mostly a psychological thing I suppose). |
| #26Dragon9Jul 24, 2009 13:18:21 | Improved Init has helped my party multiple times. If I go first I'm usually able to shut some enemy down or drop a big area attack on the enemies before too many of the melee classes get in range. Going high in the Init order certainly helps with the Control aspect of being a controller. YMMV. ![]() |
| #27sagartlandJul 24, 2009 13:34:53 | Improved Initiative = Go First = Stinking Cloud First Round=You Win. For Wizards that like their zones, it really helps to cast a zone before your comrades get in there and make positioning tricky. |
| #28PauperJul 24, 2009 15:18:04 | Generally I agree. There are a few builds I've put together where I've taken Improved Initiative in Heroic Tier kind of as a place holder, to retrain out for a second Paragon feat right at level 11 (that way I don't "lose" anything important for the retrain - mostly a psychological thing I suppose). I always thought that, when you retrain a feat, you have to replace it with a feat you could have taken at the time you got that slot. So, if you take Improved Init at 6th level, you can't train it out later for anything that requires you to be higher than 6th level (such as the power-swap feat that lets you swap dailies). Otherwise, agree with Dragon9 and sagartland -- a controller (or for that matter, a tactical leader) can generally mess with the enemy's plans a lot more by going first than by going last. -- Pauper |
| #29amysrevengeJul 24, 2009 15:28:19 | I always thought that, when you retrain a feat, you have to replace it with a feat you could have taken at the time you got that slot. Nope, you just have to qualify at the time you do the swap. The only thing you can't really do is swap out a prerequisite, such as trading out Armor Proficiency (scale) for Armor Proficiency (plate). The relevant bits are on PH 28 "For instance, at 11th level, you gain one feat and you can also retrain one of your heroic tier feats, gaining a paragon tier feat in its place. At 12th level you can do the same, so you can potentially have four paragon tier feats at 12th level." |