Check and comment this wizard build

mozartprado

First Post
Sadly SUperior implements cant be used in pairs since need to cast through them to get the bonus otherwise it would make the offhand implement... an accurate Tome of I think only one worth would be the one for time stop since can be used to cast this spell to make 3 summons with only one minor action.
 

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Minifig

First Post
Accurate could be an idea but would lower 4 damage (for psichic spells that are 2 of the at will ones) and 2 range for spells that usually helps

For only a +1 to hit


Accurate Staff with the Writhing Vine Weapon +6..

When you immobilize a target with a melee attack using this weapon the target grants combat advantage until the end of your next turn.

It also grants +1d6 attack rolls, damage rolls, and 1d6 on crits.

Seriously.. You can find some REALLY nice staffs.

It's worth looking around.

I'm just saying .. Tome of Readiness may not be the best thing to grab.
 

mozartprado

First Post
So far the tunings made him this way. With the Tome power to be used only to cast the tomebound encounter since it as I understood need to be improved with the tome (even that I think Conjuration spells cant) to get the party version of the temp HP boost.

And some Extra Tomes to carry just to be funny cause he would only wield the time stop one, since this one actually helps, at least when want to summon the army or to qualify to use the tomebound spell at times one wouldnt need the army.

====== Created Using Wizards of the Coast D&D Character Builder ======
Salliniallan Radagast, level 30
Human, Wizard, Spellstorm Mage, Draconic Incarnation
Build: Control Wizard
Arcane Implement Mastery: Tome of Binding
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Unarmed)
Arcane Admixture Damage Type: Arcane Admixture Fire
Ancient Resurgence: Ancient Resurgence (Intelligence)
Ancient Resurgence: Ancient Resurgence (Wisdom)
Arcane Admixture Power: Winged Horde
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 10, Con 16, Dex 15, Int 30, Wis 18, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 13, Int 18, Wis 12, Cha 11.


AC: 43 Fort: 38 Reflex: 44 Will: 41
HP: 156 Surges: 9 Surge Value: 39

TRAINED SKILLS
Dungeoneering +24, Arcana +34, History +34, Nature +24, Religion +34

UNTRAINED SKILLS
Acrobatics +17, Bluff +16, Diplomacy +16, Endurance +18, Heal +19, Insight +20, Intimidate +16, Perception +20, Stealth +17, Streetwise +16, Thievery +17, Athletics +15

FEATS
Wizard: Ritual Caster
Human: Arcane Reserves
Level 1: Superior Implement Training (Mindwarp staff)
Level 2: White Lotus Riposte
Level 4: Versatile Expertise
Level 6: Dual Implement Spellcaster
Level 8: Destructive Wizardry
Level 10: Enlarge Spell
Level 11: White Lotus Master Riposte
Level 12: Arcane Admixture
Level 14: Consuming the Weak
Level 16: Sympathy of Flame
Level 18: Burn Everything
Level 20: Surging Flame
Level 21: Arcane Mastery
Level 22: Wizard Implement Expertise
Level 24: Explosive Spellcasting
Level 26: Epic Resurgence
Level 28: Astral Fire
Level 30: Stoking the Fire

POWERS
Ancient Arcanist: Armor of Storms
Ancient Arcanist: Sword Duel
Bonus At-Will Power: Winged Horde
Book of Undeniable Fire +6: Prismatic Wall
Book of Undeniable Fire +6: Meteor Swarm
Summoner's Tome +6: Summon Earthwind Ravager
Summoner's Tome +6: Summon Couatl
Tome of Crushing Force +6: Bigby's Grasping Hands
Tome of Crushing Force +6: Oppressive Force
Tome of Striking Lightning +6: Summon Djinn Stormcaller
Tome of Striking Lightning +6: Ball Lightning
Tome of the North Wind +6: Blast of Cold
Tome of the North Wind +6: Ice Storm
Tome of the Replenishing Flame +6: Orbmaster's Prismatic Sphere
Tome of the Replenishing Flame +6: Prismatic Spray
Wailing Tome +6: Legion's Hold
Wailing Tome +6: Evard's Ebon Bindings
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Illusory Ambush
Wizard encounter 1: Force Orb
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Summon Dust Devil
Wizard utility 2: Mystical Debris
Wizard utility 2 Spellbook: Otherworldly Lore
Wizard encounter 3: Fire Shroud
Wizard daily 5: Grasp of the Grave
Wizard daily 5 Spellbook: Summon Magma Beast
Wizard utility 6: Emerald Eye
Wizard utility 6 Spellbook: Refocus
Wizard encounter 7: Tomebound Ooze
Wizard daily 9: Wall of Fire
Wizard daily 9 Spellbook: Summon Hell Hound
Wizard utility 10: Phoenix Step
Wizard utility 10 Spellbook: Blur
Wizard encounter 13: Thunderlance (replaces Force Orb)
Wizard daily 15: Shunt Between Worlds (replaces Grasp of the Grave)
Wizard daily 15 Spellbook: Summon Stormstone Fury
Wizard utility 16: Elemental Countermeasures
Wizard utility 16 Spellbook: Stoneskin
Wizard encounter 17: Dancing Bolts (replaces Fire Shroud)
Wizard daily 19: Disintegrate (replaces Wall of Fire)
Wizard daily 19 Spellbook: Summon Rockfire Dreadnought
Wizard utility 22: Mass Fly
Wizard utility 22 Spellbook: Mordenkainen's Mansion
Wizard encounter 23: Chain Lightning (replaces Tomebound Ooze)
Wizard daily 25: Elemental Maw (replaces Shunt Between Worlds)
Wizard daily 25 Spellbook: Summon Marilith
Wizard encounter 27: Tomebound Bloodbeast (replaces Thunderlance)
Wizard daily 29: Visions of Wrath (replaces Flaming Sphere)
Wizard daily 29 Spellbook: Summon Balor

ITEMS
Spellbook, Kartan's Void Ring (epic tier), Ring of Free Time (epic tier), Opal Ring of Remembrance (epic tier), Erathis's Beacon (level 28), Bag of Tricks, Vermilion (epic tier), Mummified Hand (epic tier), Magic Weapon Rack (epic tier), Coral Dragon (epic tier), Arcane Laboratory (epic tier), All-Seeing Eye (epic tier), Manual of the Planes (epic tier), Bloodcrystal Raven Skull (epic tier), Crystal Ball of Spying (paragon tier), Portable Hole (paragon tier), Throne of Grandeur (paragon tier), Spying Mirrors (pair) (paragon tier), Mirror of Deception (paragon tier), Globe of Projection (paragon tier), Battle Standard of Tactics (paragon tier), Vigilant Gargoyle (paragon tier), Magnificent Tapestry (paragon tier), Glass Eye (paragon tier), Gem of Auditory Recollection (paragon tier), Dimensional Anchor (paragon tier), Deceptive Scrying Basin (paragon tier), Pouches of Shared Acquisition (paragon tier), Invulnerable Case (paragon tier), Invigorating Coins (paragon tier), Flying Hook (paragon tier), Teleportation Disk (paragon tier), Loadstone Statue (paragon tier), Sextant of the Planes (paragon tier), Ribbon of Limitless Questions (paragon tier), Magic Drawbridge (paragon tier), Watchful Eye (paragon tier), Throne of Dominion (paragon tier), Ritualist's Lectern (paragon tier), Foe Stone (paragon tier), Door Warden (paragon tier), Diplomat's Table (paragon tier), Brilliant Scrying Basin (paragon tier), Versatile Spellbook (paragon tier), Unfettered Thieves' Tools (paragon tier), Sending Stones (pair) (paragon tier), Aasterinian's Hall (paragon tier), Spymaster's Quill (heroic tier), Shining Sundial (heroic tier), Shielding Focus (heroic tier), Rope of Climbing (heroic tier), Phantom Bridle (heroic tier), Lens of Descernment (heroic tier), Handy Haversack (heroic tier), Exchequer's Ledger (heroic tier), Crystal Ball of Spying (heroic tier), Map of Orienteering (heroic tier), Feast Table (heroic tier), Endless Canteen (heroic tier), Alchemist's Workshop (heroic tier), Stylus of the Translator (heroic tier), Map of Unseen Lands (heroic tier), Lens of Reading (heroic tier), Horn of Summons (heroic tier), Watchful Ruby Eye (heroic tier), Polyglot Gem (heroic tier), Sending Fork (heroic tier), Arcane Key (heroic tier), Pouch of Platinum (heroic tier), Monocle of Comprehension (heroic tier), Lamp of Discerning (heroic tier), Enchanted Reins (heroic tier), Deepfarer's Pouch (heroic tier), Bag of Holding (heroic tier), Unseen Servant's Hand (heroic tier), Tenser's Circular Shield (heroic tier), Silence-Warded Room (heroic tier), Everlasting Provisions (heroic tier), Bed of Rapid Rest (heroic tier), Window of Deception (heroic tier), Voran's Floating Lantern (heroic tier), Floating Lantern (heroic tier), Cask of Liquid Gold (heroic tier), Window of Escape (heroic tier), Silent Tool (heroic tier), Prison of Salzacas (heroic tier), Door of Alarm (heroic tier), Delver's Light (heroic tier), Aldron's Firebox (heroic tier), Woundstitch Powder (heroic tier), Voran's Eternal Chalk (heroic tier), Sun Globe (heroic tier), Ioun's Parchment (heroic tier), Eternal Chalk (heroic tier), Blessed Book (heroic tier), Sash of Regeneration (epic tier), Cloak of Distortion +6, Gauntlets of Blood (epic tier), Time-Jumping Boots (epic tier), Orb of Nimble Thoughts +6, Resurgence Tattoo (epic tier), Guardian staff of Power +6, Shadowdance Mindpatterned Armor +6, Familiar's Baldric +3, Sigil of Companionship (epic tier), Bridle of Flame (paragon tier), Rimefire Griffon, Mindwarp staff of Ruin +6, Phrenic Crown (epic tier), Ioun Stone of True Sight (epic tier), Belt of Vitality (epic tier), Executioner's Bracers (epic tier), Boots of Teleportation (epic tier), Tome of Forty Steps +6, Dispelling Tome +6, Confounding Tome +6, Frozen Tome +6, Gossamer Tome +6, Mordenkainen's Tome +6, Timeless Tome +6, Tome of Enduring Creation +6, Toxic Tome +6, Tome of the Replenishing Flame +6, Tome of the North Wind +6, Deck of Spells +6, Tome of Crushing Force +6, Tome of Striking Lightning +6, Book of Undeniable Fire +6, Summoner's Tome +6, Wailing Tome +6, Crown Jewel of Chessenta, Tome of Shadow, Figurine of Tantron, Siberys Shard of the Mage (epic tier)
RITUALS
Brew Potion, Comrades' Succor, Simbul's Conversion, Banish Vermin, Comprehend Language, Mindshape Warwing Drake, Vistani Passkey, History Revealed, Create Teleportation Circle, Astral Sojourn, Soulguard, Succor, Raise Land, True Portal, Imprisonment, Voice of Fate, Deceive Sensor, Shift Mote, Ward the True Name, Ritual of Twin Burnings, Ease Spirit, Purge Spellplague, Observe Creature, Loremaster's Bargain, Divine Sight, Windmaster's Mantle, True Sending, Scry Trap, Overland Flight, Forbiddance, Chamber of Vulnerability, Primal Grove, View Object, Teleport Catcher, Purify Spellscarred, Plane Shift, Planar Portal, Memory Seal, Guards and Wards, Endure Primordial Elements, Summon Demon, Stasis Shell, Safeguard, Follow the Voice, Farsight, Far Sending, Fantastic Recuperation, False Aura, Consult Oracle, Adjure, Cauldron's Rebirth, Aura of True Vision, Whispers of the Edifice, Waterborn, Walk Crossroads, Voicecatcher Veil, View Location, Time Ravager, Telepathic Bond, Snowstorm Summons, Sentinel Eye, Scramble Portal, Ritual of Retrieval, Primal Prison, Planar Sending, Lich Transformation, Eye of Warning, Corpse Gate, Control Weather, Astral Guide, Visage of Life, Solace Bole, Shadow Walk, Seeming, Rope Trick, Reverse Portal, Quench the Flame, Passwall, Memory of the Dragon, Mark of Justice, Hallucinatory Creature, Hallowed Temple, Elemental Transference, Donning Trollflesh, Drawmij's Instant Summons, Demicache, Arcane Barrier, Banish Illusions, Water's Gift, Trailblaze, Tenser's Binding, Secure Shelter, Scribe, Pact of the Iron Ring, Imprint Anaxim, Evard's Extensible Rope, Enhance Vessel, Eagle's Flight, Dragonward, Disorienting Portal, Detect Object, Consult Mystic Sages, Conceal Object, Chameleon's Cloak, Ghost Walk, Magic Map, Argent Portal, Detect Treasure, Amanuensis, Animal Messenger, Arcane Mark, Conceal Dragon mark, Create Campsite, Create Holy Water, Dowsing Rod, Explorer's Fire, Fastidiousness, Gentle Repose, Magic Mouth, Make Whole, Portend Weather, Purify Water, Raise Beast Companion, Secret Page, Silence, Tenser's Floating Disk, Traveler's Camouflage, Unseen Servant, Wizard's Curtain, Bloom, Corpse Light, Delver's Fire, Endure Elements, Eye of Alarm, Last Sight Vision, Lower Water, Preservation, Pyrotechnics, Seek Rumor, Spirit Fetch, Tree Shape, Water Walk, Affect Normal Fire, Battlefield Elocution, Detect Secret Doors, Fool's Gold, Hunter's Curse, Summon Winds, Undead Ward, Arcane Lock, Beast Growth, Dark Light, Delay Affliction, Eavesdropper's Foil, Enchant Magic Item, Familiar Mount, Feat of Strength, Hand of Fate, Iron Vigil, Knock, Skull Watch, Snare, Transfer Enchantment, Travelers' Feast, Wavestrider Enchantment, Animal Friendship, Hallucinatory Item, Hunter's Blessing, Magic Circle, Object Reading, Rite of Arkentaash, Self-Holding Bag, Speak with Nature, Starshine, Ancestral Whispers, Bolster Object, Call Wilderness Guide, Clear the Path, Commune With Nature, Corpselike Visage, Cure Disease, Deathly Shroud, Discern Lies, Disenchant Magic Item, Duplicate, Earthen Ramparts, Easy Passage, Excavation, Fey Passage, Find the Path, Ironwood, Leomund's Secret Chest, Memory of a Thousand Deaths, Mordenkainen's Ascent, Mordenkainen's Joining, Phantom Steed, Preserve Flame, Sending, Shrink, Speak with Dead, Steed Summons, Thief's Lament, Tiny Lanterns, Tree Stride, Undead Servitor, Wizard's Escape, Wyvern Watch, Spirit Idol, Analyze Portal, Aura Mask, Gravesight, Inquisitive's Eyes, Linked Portal, Raise Dead, Remove Affliction, Seal Portal, Shadow Bridge, Shadow Passage, Share Husk, Signal of Pursuit, Status, Tenser's Lift, Water Breathing, Wizard's Sight
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

mozartprado

First Post
Accurate Staff with the Writhing Vine Weapon +6..

Couldnt find this staff, its from new books?

and if need imobilyze would need a serious change in build so would need an awesome bonus to justify since no spell in this build favour imobilizition
 

mozartprado

First Post
BTW weapon focus staff would give damage bonus to spells? this one I thout would benefit only weapon powers...

Thats why I thout would need to get versatile Staff/Staff bonus to get the +3 to hit when use spells and when actually hit with the staff.

If weapon focus would work this would be worth trading Stoking with Fire for it for sure... +3 damage at all spells in exchange for a +2 sometimes is quite a bargain.

But I think its just for weapon damages.
 

mozartprado

First Post
Other change: For the Ancient Arcanist powers... The Sigils from Artificer would improve the Staff (the implement that is actually used to cast spells with +10+3(Con) Regained HPs for bloodied ally "Life-SHock Sigil" and +1d8+3(Con) Fire damage "Hellfire Sigil" quite nice adds for the build since would give any attack spell a ROLL for FIRE giving all the feat bonuses for each attack... and heal the bloodied ally that would be protecting the wizzard with theyr lives, Summoned creatures have bloodied status? this way could even heal the besats of burden... but I think they dont have that.
 

DracoSuave

First Post
BTW weapon focus staff would give damage bonus to spells? this one I thout would benefit only weapon powers...

It used to work so that you could use it with implement attacks... that got updated very recently, but it's okay because you can take Implement Focus in staffs and forget all those elemental shinanegans.

Thats why I thout would need to get versatile Staff/Staff bonus to get the +3 to hit when use spells and when actually hit with the staff.

Which has nothing to do with Weapon or Implement Focus. Versatile Expertise gives you a weapon AND an implement type, and then gives you the bonus to hit with ALL attacks from either.

Yeah, it's some good stuff.

More importantly, the difference between hitting with your powers, and melee basic attack is -10 to hit because of your lack of strength. +3 to hit ain't gonna make hitting things with your stick a viable thing to do at any stage of the game.

If weapon focus would work this would be worth trading Stoking with Fire for it for sure... +3 damage at all spells in exchange for a +2 sometimes is quite a bargain.

But I think its just for weapon damages.

Implement Focus: Staff. That solves your problems, and dumps the necessity to have fire damage on everything just to satisfy using bad feats. And again, if you're caring about melee basic attack at -10 to hit, yer doin it wrong.

That said, the switch to using tomes instead of orbs is a good one. Stocking up on all the tomes you can will give you TONS of options for daily and utility powers. I approve of this option.
 

mozartprado

First Post
Ok then staff focus would go in place of the astral fire damage, wich is good since gives damage for all implement spells.

but yet need the spell to be fire since other feats give 5 ongoing damage, +6 fire damage if target already have fire damage, +2 fire damage after hit with fire spell for 2 rounds, ignore fire immunity by making it fire resistance 5 and getting +5 if target have any fire res and having fire with the at will spell also gives one more damage from riposte.

The bonus to Weapon Staff is only for opportinity attacks... but its a feature that we dont need to care.

Would still take versatile version of expertise since give one free bonus for anther implement in this case leave at Tomes just to use in case lose the staff but keep the tome for any reason.

wich would be a good target for any monster that could since removing the staff would lower the damages etc
 
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mozartprado

First Post
The other stuff I got right?

Like the starting spell for an encounter that would be Chain Lightining since it target so many mobs that can make an awesome start + since would make rolls for attack so many times is quite easy that it makes a critical that would increase the damage (for this target that rolled the crit or another target instead with explosive spellcasting, this way directing the minion crits for more suitable targets) and would also take this spell back to use at round 2 with epic recovery.

Then after a dancing bolt at round 2(or 3 if a crit came at round 1)

The round 3/4 we can make the Tomebound to build some temporary HP for party (this could be done before but would not be so wise even if would give better income of temp HP)

With this spell I think we can make with a party of 5 chars, not even counting if a monster enters the area of effect to help, 15 Temporary HP for the cost of 3 damage at each party member for each round its active (if they can at least move close to the conjuration once a round), wich would build 30 stackable temp HP for the cost of 6 damage at each party member, again if a monster enters the effect it would give 3 Temp HP for each party member for each round it enters this effect.

for round 4/5 we already used up all encounter spells and can start making the damage from the at wills, making a flying horde and then a chilling cloud and repeating the process untill a target decide to attack the mage so both spells would be recasted freely and we can cast ilusory ambush at the targets already affected with the other 2 ripostes, at this time the mage would be acting like a defender trying to be targeted for any attack the oponents can make, since each attack they do to him would give him free casts of the at wills.

The daily ones we could just add into this strategy with the minor actions each round.

Round 1 Time Stop to get 3 minor actions +1 ring of time to get a 4th and 2 Balor summons using Storm Spell to be able to cast the second one and the action point to trigger arcane mastey so can summon the 3rd (at round 2) using 2 of the 4 minor actions we made so we can cast the Hellfire Sigil so the staff would become the ultimate weapon making each attack have +1d8+3(Con) fire damage and stoneskin.

Round 2

Summon the Stormstone Fury (and the last Balor if already had a milestone so the ring could give a free minor each round)

Round 3

Marilith or Marilith and Stormstone (if had to call the çast Balor at round 2)

Round 4 (Other bonus here is that the summons also can take the temp HP from the tomebound since they are ally, but wouldnt be smart to make they move since they need to be left with no orders so they attack without orders, but if they do they also give more temp HPs for everyone and Marilith at least shifts a lot so this one would do this some times with a little luck)

The last summon or Life Shock Sigil and Blur

Round 5 and after just keep this minor for Mystical debris that if we wouldnt be burning the daily ones we would be casting all time since round 1 with the minor actions

With the summons he have to be very smart to keep his monsters in control since they will target even party members if they have no enemy to attack, and the Balors would attack the Mage even if have enemy arround if the Mage stick close to them (but summons can come at a distance of 10, 12 with the staff so the mage can manage to leave them a but far so he wont have trouble), but his 5 monsters plus his 4 ally can make an awesome epic battleground fight.

With this start the mage would be doin a nice damage , I think strikers do better but still a good damage, he would be defending since he would be tryin to be in the front line so he could be targeted with as many attacks from the enemy (at this time the leader can focus healing him) he would be helping the leader heal since each time the Life Shock Sigil trigger he would heal a party member a bit...

The party would give some nice pluses on this if he have an artificer leader he could have a +1 AC with his Resistive Formula and of course he would have other bonuses but I wont try picturing all but he would have some pluses from each party member for sure.
 
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DracoSuave

First Post
Honestly?

As a wizard you should be focused on the idea of control, on preventing enemies from doing things you don't like.

AoE damage is something controllers can do well, but if you're looking for a spell-slinging damage-beast that specializes in piling on the massive damage...

..you honestly want a sorcerer. They're the kings of that role without controversy.
 

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