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<blockquote data-quote="TheBigHouse" data-source="post: 6769625" data-attributes="member: 6801320"><p>Wizard is a great choice for this party, and doesnt have great multiclassing options, other than maybe a 2 level dip at some point. You can't really be a buffbot because of the concentration requirements. </p><p></p><p>Diviner, Conjurer, and Necromancer are all great choices. </p><p></p><p>Conjurer really wont come into its own until level 8 (conjure minor elemental), but it's very strong when it comes online. Cloud of daggers without having to worry about losing concentration is nice too. </p><p></p><p>Necromancers can do great things with either tons of arrows from your skeletons, or big meat shields from your zombies (or both). They are a bit book-keeping heavy, though.</p><p></p><p>Diviner gets to sometimes make things auto fail against your best debuffs which is always nice.</p><p></p><p>Your stats are fantastic, throw a 18 in INT (obviously) and the other 16s in dex and con.</p><p></p><p>IMO Necromancer and Evoker are strongest at level 5-6, but the other schools probably surpass them at higher levels. </p><p></p><p>Your party has damage covered and then some, so I would focus on crowd control, battlefield control, and out of combat utility. That doesn't mean you cant pick up direct combat stuff. Just keep an eye out for things that can let your damage dealers do their job easier. I would definitely recommend Treantmonk's God Wizard style of play in that party.</p><p></p><p>Examples: Detect Magic, Tasha's, Invisibility, Web, Pyrotechnics, Counterspell, Hypnotic Pattern, etc. Conjure Minor Elementals is also great for creating pathing blockers and generally frustrating the monster's plans.</p><p></p><p>If you are getting bored, focus on spells that require creativity or tactical positioning to use. Suggestion, Major Illusion, Phantasmal Force, web, etc. </p><p></p><p>Let me refer you to my wizard guide: <a href="http://www.enworld.org/forum/showthread.php?469130-GUIDE-Arrive-on-Time-A-General-Guide-to-Wizardry" target="_blank">http://www.enworld.org/forum/showthread.php?469130-GUIDE-Arrive-on-Time-A-General-Guide-to-Wizardry</a></p></blockquote><p></p>
[QUOTE="TheBigHouse, post: 6769625, member: 6801320"] Wizard is a great choice for this party, and doesnt have great multiclassing options, other than maybe a 2 level dip at some point. You can't really be a buffbot because of the concentration requirements. Diviner, Conjurer, and Necromancer are all great choices. Conjurer really wont come into its own until level 8 (conjure minor elemental), but it's very strong when it comes online. Cloud of daggers without having to worry about losing concentration is nice too. Necromancers can do great things with either tons of arrows from your skeletons, or big meat shields from your zombies (or both). They are a bit book-keeping heavy, though. Diviner gets to sometimes make things auto fail against your best debuffs which is always nice. Your stats are fantastic, throw a 18 in INT (obviously) and the other 16s in dex and con. IMO Necromancer and Evoker are strongest at level 5-6, but the other schools probably surpass them at higher levels. Your party has damage covered and then some, so I would focus on crowd control, battlefield control, and out of combat utility. That doesn't mean you cant pick up direct combat stuff. Just keep an eye out for things that can let your damage dealers do their job easier. I would definitely recommend Treantmonk's God Wizard style of play in that party. Examples: Detect Magic, Tasha's, Invisibility, Web, Pyrotechnics, Counterspell, Hypnotic Pattern, etc. Conjure Minor Elementals is also great for creating pathing blockers and generally frustrating the monster's plans. If you are getting bored, focus on spells that require creativity or tactical positioning to use. Suggestion, Major Illusion, Phantasmal Force, web, etc. Let me refer you to my wizard guide: [url]http://www.enworld.org/forum/showthread.php?469130-GUIDE-Arrive-on-Time-A-General-Guide-to-Wizardry[/url] [/QUOTE]
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