3rd level changing my character. Maybe to wizard?

washout

First Post
I'm going to make a 3rd level wizard to replace my paliden since the party has two fighters, cleric, and a warlock he is looking pretty redundant now especially at 3rd level. We are using point buy for stats, should I go for a min maxxed 20 int for +5 to hit and damage or should I go for something more well rounded. I do really enjoy min maxxing characters.

Alternativly what is the highest damaging character I could make at 3rd level? I did have a rogue before but he was killed in an earlier encounter before the cleric joined.
 

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Take human, and use an 20 13 13 10 10 8 build.
Wizards are lucky in that they can easily survive with low secondaries.
Put the 13s into stats that allows important feats to get taken.

If your wisdom is at least 1 take thunderwave as one of your 3 at wills.
Take illusionary ambush as one other at will.

Flaming sphere is likely the best daily you can choose as you can sustain it for an entire encounter and it deal crazy dps.

Shield once per encounter is important, goes great with leather prof. and staff of defense.

Rest is up to you.
 

What are the important feats that I should take? And a big thanks for the detailed info. Sounds like a great character. Is there a particular god based feat that works really well with the Wizard?
 
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If you stay human, make sure to pick up the human feats, all three of them are amazing. Action surge allows you to spend your daily spells in a more accurate manner, human perseverance ups your chance to escape ill effects from 55% to 60% and Action recovery almost combines those two ideas allowing you to shed off your afflictions and kick some ass every other encounter.

In paragon, Leather armor is almost a must, the damage spells are very helpful as well (Dark fury, Astral fire, Burning Blizzard, Raging Storm). A wiz in my campaign loves improved initiative, he regularly goes first in combat, which allows him a better chance to control the field often. From there its all the little effects, like linguist, expanded spellbook, multiclassing, etc.
 

INT 20, WIS 13, CON 13, CHR 8. STR 10, DEX 10
Thunderwave, the burst and magic missile.
Force orb, Flaming Sphere.

Action surge, leather armor prof.
Staff implement.

AC=18, good attacks both close and at a range. Can use the "basic attack" ranged bonus item with magic missile.

Take the fire/cold +1 feat and toughness ASAP. Shield for the utility.

Very survivable build and good at doing damage to the masses. Flaming sphere is killer in long fights.

Mark
 

I didn't find any feat that was +1 to fire and cold. There is one that is fire and radiant and another that is cold and acid.

Would a tiefling be worth the trade off? I would get the +1 to hit and damage with fire feat and then +1 to hit bloodied creatures might make him more accurate. For that I lose the extra at will, extra feat, extra skill, and better saves. I guess the Cha bonus from tiefling is not that great either.
 

If you have not visited the WOTC 4e Character Optimization Boards (Char Op), it might be a good time to do so. You can find several handy guides for building characters there.

Here is a link to the Wizard guide:

http://forums.gleemax.com/showthread.php?t=1041166


This guide was done by Treantmonk, a very knowledgable and well respected member of the CharOp community. Check it out.

Cheers and good luck,

Dice
 

Personally I think it is good to go for more well-rounded characters, rather than sacrificing all to get the highest possible primary attribute. I'd be inclined to go for increased Wis and Con and an 18 Int. This will improve your Fort and Will defences, which is pretty useful too.

Thunderwave is a great at-will regardless of your wisdom, because you can cast it without invoking an OA (unlike all your other at-wills). There will be times when that is really useful. Mind you, with a wisdom of 14+ it becomes really great for moving people into suitable arrangements for follow up attacks too.
 

Personally I think it is good to go for more well-rounded characters, rather than sacrificing all to get the highest possible primary attribute. I'd be inclined to go for increased Wis and Con and an 18 Int. This will improve your Fort and Will defences, which is pretty useful too.

Thunderwave is a great at-will regardless of your wisdom, because you can cast it without invoking an OA (unlike all your other at-wills). There will be times when that is really useful. Mind you, with a wisdom of 14+ it becomes really great for moving people into suitable arrangements for follow up attacks too.

Wise words these are, hmmmmmmm. Never neglect CON on any character unless you are designing a frail sickly, character on purpose. D&D (pick any edition you please) is all about the hit points. Any super focused build is rendered useless if you become terrain early in the fight.
 

Currently playing a 4th level wizard with a stat build out of
16 (18 with human +2)
16
12
12
10
8

I dropped my 16 into Wisdom for the Orb Implement and a Cleric multi-class. Some things of note

Thunderwave targets Fort: Fort is often the highest defense after AC. This power is really good, but will land less then Scorching Burst and Magic Missile. (Ray of Frost has the same draw back)

Sleep is a beast: Burst 2, range 20, you will almost always hit 3 creatures with it, often 4+ (especially in the first round of combat). Once unconscious, only a saving throw can wake the target (thus you can beat on them all day). This power can end a fight with a Solo immediately.

Orb after Hit: You can apply your orb penalty after you know the outcome of the attack.

Action Surge: If your human, take this. With the AE nature of Wizard, you'll often be getting +3 to hit (untyped bonus) on 3 or more targets.

Distance: Your ideal distance is between 15 to 10 squares away from the main action. You have range 10+ on 4/5 of your at wills. Don't make yourself a tempting target by standing close to the action.
 

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