just some notes on your build:
- Eladrin soldier and wepon fokus don´t stack
- wis and charisma that high is fine for RP and skills but not so defensively.
- your constitution could be higher even when you are not taking staff as implementsince it affects hp, surges and fort defense. (not so important if you make sure you dont get into melee that often.
- dexterity is not so bad for a wizard, it affects some nice skills (maybe stealth with eladrin feature) and it allows for using a ranged weapon as a basic attack and most important: very high initiative which is more important than hitting sometimes. You also don´t need to improve dexterity at all! a +3 bonus is still really good, even at high levels. So you can afford to start with a 16, but bump wisdom to make second implement orb worthwhile at paragon.
abdul you ninjad me^^
i just have to read something and maybe i will have a funny build soon^^
too bad... doesn´t work
here is a build with your selected spells and spells and trying get as much out of point buy as possible. (but putting points in charisma instead of constitution as you had in your build, which comes in handy for spell focus and at level 16 against minions at least)
You could take shield proficiency if you see that AC is an issue instead of eladrin soldier or blade opportunity or alertness. I chose blade opportunity and a reasonable stregth to make the choice of longsword worthwhile before paragon tier. I don´t like a shield for style reasons. Also toughness and durable could be good substitutes for blade opportunity or alertness if hp or surges are an issue.
here is what i have:
====== Created Using Wizards of the Coast D&D Character Builder ======
Soveliss, level 11
Eladrin, Wizard, Wizard of the Spiral Tower
Build: War Wizard
Arcane Implement Mastery: Wand of Accuracy
Second Implement: Orb of Imposition
Corellon's Implement: Wand
FINAL ABILITY SCORES
Str 14, Con 11, Dex 18, Int 21, Wis 14, Cha 13.
STARTING ABILITY SCORES
Str 13, Con 10, Dex 13, Int 16, Wis 13, Cha 12.
AC: 25 Fort: 19 Reflex: 22 Will: 22
HP: 61 Surges: 6 Surge Value: 15
TRAINED SKILLS
Perception +12, Arcana +17, Nature +12, Insight +12, Dungeoneering +12, Stealth +14
UNTRAINED SKILLS
Acrobatics +9, Bluff +6, Diplomacy +6, Endurance +7, Heal +7, History +12, Intimidate +6, Religion +10, Streetwise +6, Thievery +9, Athletics +7
FEATS
Wizard: Ritual Caster
Level 1: Warrior of the Wild
Level 2: Armor Proficiency (Leather)
Level 4: Improved Initiative
Level 6: Eladrin Soldier
Level 8: Blade Opportunist
Level 10: Alertness (retrained to Spell Focus at Level 11)
Level 11: Second Implement
POWERS
Wizard at-will 1: Cloud of Daggers
Wizard at-will 1: Thunderwave
Wizard encounter 1: Chill Strike
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Color Spray
Wizard daily 5: Stinking Cloud
Wizard daily 5 Spellbook: Web
Wizard utility 6: Levitate
Wizard utility 6 Spellbook: Wall of Fog
Wizard encounter 7: Winter's Wrath
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Wall of Fire
Wizard utility 10: Arcane Gate
Wizard utility 10 Spellbook: Blur
ITEMS
Spellbook, Adventurer's Kit, Magic Longsword +3, Sunleaf Leather Armor +3, Cloak of Survival +2, Orb of Sanguinary Repercussions +2, Gloves of Piercing (heroic tier)
RITUALS
Tenser's Floating Disk, Magic Circle, Comprehend Language, Make Whole, Detect Object
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