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Building a good wizard?
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<blockquote data-quote="Treantmonklvl20" data-source="post: 5629226" data-attributes="member: 55582"><p>The teleportation sub-school is super awesome. However, a cape of the Mountebank will work nicely once you can afford it (what else were you using your cape slot for anyways?) These give a nice grapple resist option. If you have neither, a Wizard's best defense is positioning. If you position yourself defensively and control the battlefield, you can make yourself safe from grapple by ensuring no opponent ever gets the option. </p><p></p><p>Another way to defend yourself is to ensure you get a familiar (improved) and grab something with hands (I like mephits). They can use caltrops, marbles, or even a wand of grease (if you max out your UMD) to keep some rough terrain between you and the potential threat without slowing down your casting.</p><p></p><p>That said, got to love the divination specialty. Divination spells are largely redundant, but a divination specialist always acts in the surprise round and gets an ever-building initiative bonus, which is huge.</p><p></p><p>Low point builds favor Wizards. Dex and Con get roughly equal treatment - 14 will do (after racial modifiers), and stack your Int as high as possible.</p><p></p><p>Cha, Wis and Str are all possible dump stats (you can dump all 3 if you like). Wisdom hurts your Will save, but that's not insurmountable.</p><p></p><p>Don't get too hung up on the direct damage spells, they tend to dish out less damage then expected after saving throws, evasion, elemental resistances and spell resistance are taken into account.</p><p></p><p>Wizards excel more than any other class however at controlling the battlefield. They are also very strong at buffing allies and debuffing enemies.</p><p></p><p>Work the numbers and you'll see that in most situations, you'll end up providing more damage to the enemy with a Haste spell then a Fireball. Wizards excel at team-playing, their spells are geared to that role. Wizards don't win the battle, they set up their allies to win.</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 5629226, member: 55582"] The teleportation sub-school is super awesome. However, a cape of the Mountebank will work nicely once you can afford it (what else were you using your cape slot for anyways?) These give a nice grapple resist option. If you have neither, a Wizard's best defense is positioning. If you position yourself defensively and control the battlefield, you can make yourself safe from grapple by ensuring no opponent ever gets the option. Another way to defend yourself is to ensure you get a familiar (improved) and grab something with hands (I like mephits). They can use caltrops, marbles, or even a wand of grease (if you max out your UMD) to keep some rough terrain between you and the potential threat without slowing down your casting. That said, got to love the divination specialty. Divination spells are largely redundant, but a divination specialist always acts in the surprise round and gets an ever-building initiative bonus, which is huge. Low point builds favor Wizards. Dex and Con get roughly equal treatment - 14 will do (after racial modifiers), and stack your Int as high as possible. Cha, Wis and Str are all possible dump stats (you can dump all 3 if you like). Wisdom hurts your Will save, but that's not insurmountable. Don't get too hung up on the direct damage spells, they tend to dish out less damage then expected after saving throws, evasion, elemental resistances and spell resistance are taken into account. Wizards excel more than any other class however at controlling the battlefield. They are also very strong at buffing allies and debuffing enemies. Work the numbers and you'll see that in most situations, you'll end up providing more damage to the enemy with a Haste spell then a Fireball. Wizards excel at team-playing, their spells are geared to that role. Wizards don't win the battle, they set up their allies to win. [/QUOTE]
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