Elven Orb Wizard build

Caliban

Rules Monkey
I'm trying come up with a build for this high Wis orb wizard I've heard about. Not sure if I'm actually going to play this guy or not. Just want to make sure I haven't missed anything obvious:

[Updated to incorporation suggestions I liked.]
Name: Roy Orberson (until I think of a real name)
Race: Elf
Class: Wizard
Implement: Orb (extend duration by 1 round, or put a -4 vs. an ongoing save effect.)

Stats:

8 Str
12 Con
12 Dex
16 Int
18 Wis
12 Cha

AC: 13
Fort: 11 (Single biggest flaw with this build, I think)
Reflex: 13
Will: 16


HP: 22
Skills: Arcana +8, Dungeoneering +9, Nature +11, Religion +8, Insight +9, Perception +6

Feat: Initiate of the Faith

At Will Spell: Cantrips, Cloud of Daggers, Thunderwave
Encounter Spells: Force Orb
Daily Spells: Sleep or Acid Arrow, Healing Word

Pro's: Maximizes the potential of the Orb save penalty. Can use the Elven Accuracy racial power to help make sure the spell you want to apply the save penalty to lands. Elven racial features help you keep your distance (speed 7, ignore difficult terrain when shifting). Elven bow proficiencies make up for the lack of Magic Missile at first level. Eventually picks up the Wand implement to help get the spell you want to apply your Orb save modifier too.

Con's: Horrible fort save and hit points, lower than normal Int. Will take several feats to mitigate (Toughness, Durable (?), Great Fortitude, etc.)

Future Feat ideas: Elven Precision, Spell Focus: 2nd Implement (wand), Durable, Great Fortitude, Toughness, Skill Training: Perception.

Good way to do it, or horribly flawed and feat intensive?
 
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great build...I would play it as is...and try to stay the heck out of melee range. Heck I would replace toughness for jack of all trades and really be a nerd elf...

but if you feel he is to squishy...then swap Con and Dex (12 con 12 dex)

and I would say cleric multi instead of ranger...then pick up skill training you get more millage out of Wis attacks..and can heal yourself
 


but if you feel he is to squishy...then swap Con and Dex (12 con 12 dex)


I thought of that, but then his Dex would only be 14 by lvl 20, instead of 16. +2 vs +3 attack bonus when using the Wand ability. Not sure if the 2nd implement would be worth the feat at that point.

I may end up doing it anyway - 2 extra hit points, +1 Fort, and +1 healing surge is probably worth losing +1 attack bonus on one spell per encounter.

and I would say cleric multi instead of ranger...then pick up skill training you get more millage out of Wis attacks..and can heal yourself

Not a bad idea.
 

I agree - great build, would be tons of fun to play. Another way to address the initial squishiness would be to swap Cha and Con. The 12 in Con would help a fair bit - I expect the extra healing surge would be particularly useful. Then you could put your stat bumps at 4th and 8th level into Wis and Cha. That would bring Cha up to 13 by 11th, in time for spell focus.Sure, you'd be down 2 in Int over the long run (I assume that's where you'd put the other 4th and 8th stat bump if you didn't need to get Cha up), but your elven accuracy and wand mastery (after 12th) would both help make up for the lower attack bonus on the powers that count, and it doesn't seem like the lower damage bonus will affect the core concept of this wizard too much.
 



I thought of that, but then his Dex would only be 14 by lvl 20, instead of 16. +2 vs +3 attack bonus when using the Wand ability. Not sure if the 2nd implement would be worth the feat at that point.

I'd say it's not worth it anyway. Trying to specialise in three different abiity scores (Int for general wizard stuff, Wis for orbs, and Dex for wands) will dilute your character. Better to drop the wands and concentrate on Int and Wis.
 

I agree - great build, would be tons of fun to play. Another way to address the initial squishiness would be to swap Cha and Con. The 12 in Con would help a fair bit - I expect the extra healing surge would be particularly useful. Then you could put your stat bumps at 4th and 8th level into Wis and Cha. That would bring Cha up to 13 by 11th, in time for spell focus.Sure, you'd be down 2 in Int over the long run (I assume that's where you'd put the other 4th and 8th stat bump if you didn't need to get Cha up), but your elven accuracy and wand mastery (after 12th) would both help make up for the lower attack bonus on the powers that count, and it doesn't seem like the lower damage bonus will affect the core concept of this wizard too much.


maybe spread the 4 and 8 pts more
4th +1 to wis and cha, 8th + 1 int and cha then @ 11th +1 to all so wis and int will both be back to even #s and still meet cha min...rest of the way up go for +1 wis +1 Int
 

heck

how about this

8 Str
12 Con
14 Dex
16 Int
18 Wis
10 Cha

4th +1 wis +1 cha
8th +1 Int +1 Cha
11th +1 all str 9 con 13 dex 15 int 18 wis 20 cha 13
14th +1 Int +1 Dex
18th +1 int +1 Wis
21st +1 all str 10 con 14 dex 17 int 21 wis 22 cha 14
24th +1 int +1 wis
28th +1 Dex +1 Wis

30th final str 10 con 14 dex 18 int 22 wis 24 cha 14

+6 att and dam Int
+4 att wand mastry
-7 (-9 w/spell foc) Orb mastry
 

maybe spread the 4 and 8 pts more
4th +1 to wis and cha, 8th + 1 int and cha then @ 11th +1 to all so wis and int will both be back to even #s and still meet cha min...rest of the way up go for +1 wis +1 Int

The problem with this is that, if you plan to play the character into the epic levels, you'll end up with an odd number in both wisdom and intelligence.

So, his Wis would be 19 at 4th, 20 at 11th, 21 at 14th, 22 at 18th, 23 at 21st, 24 at 24th, and top off at 25 at 28th. His Intelligence would be 17 at 8th, 18 at 11th, 19 at 14th, 20 at 18th, 21 at 21st, 22 at 24th, and 23 at So, his final Wisdom would be 25, and Intelligence would be 23.

In contrast, if he puts both stat bumps at 4th and 8th into wisdom and charisma, and then puts the 14th, 18th, 24th, and 28th bumps into wisdom and Intelligence, then his final Wisdom would be 26 and Intelligence would be 22.

So, if he's planning to play through the Epic levels then I think it would probably be better to put both the 4th and 8th level stat bumps into both Wisdom and Charisma. However, if he plans on finishing up somewhere in the Paragon Tier, then I think your suggestion makes better sense.
 

Not that it matters, since you will always memorize Sleep, but Flaming Sphere is a better alternate than Acid Arrow (it lasts longer).

Also, Icy Terrain is a better encounter power. Control wizards are more about controlling the gameboard and enemies than about damage (once you do at least 1 hp damage, you got a minion -- you won't get a non-minion with pure damage - that is what Warlocks, Rangers and Rogues are for).

Spend an action point, use Sleep and Icy Terrain, and even if you miss with all your attacks (after the rerolled attack, no less), enemies are *still* slowed *and* in difficult terrain for at least one round.

Don't forget you have 3 rituals for free. And if the party has no cleric or other ritualist, you might take Skill Training: Heal later on to get those Raise Dead and Remove Disease/Affliction rituals.

Another great feat is Improved Initiative. You not only want to go before the bad guys. You want to go before your own party members start mixing it up with the bad guys, ruining your AoE plans.

You are well set up for the cleric paragon path: Divine Oracle. Never get surprised! That is gold for wizards.

btw, if you take con down to 11 and dex up to 13, then at 21st you can take the feat Arcane Reach, which is nifty.
 

I played with pretty much the exact same build last session, and it was pretty cool. You're squishier than... well, a pudding, but your power to control specific opponents is pretty cool. Look for the arcane assassin build on gleemax (link to it is somewhere in the wizard's handbook there).
Saved the party from a TPK that session by sleeping the BBEG and a swarm (and slowing 2 others). Also, take Thunderwave and Cloud of Daggers for your at-wills. The Cloud -I don't get why everyone seems to think it sucks- does more damage than Magic Missile(1d6+3int+4Wis Ubers 2d4+3int), ignores opponents cover/concealment (since it attacks the area, not the creature) and does full damage to swarms. Also, to fit the fluff of a control wizard, whenever I entered any room, even if everything seemed safe, I chose one door to constantly keep covered with the Cloud of Daggers.
Thunderwave's just nice to save you when enenmies get too close. I'd also follow Particle_Man's advice and go for 13dex and 11con, Arcane Reach at lvl21 seems useful, especially since close attacks never hit yourself, so even if completly surrounded you can use it to blast everyone around you away.

Cleric's Divine Oracle seems like the best Paragon Path for a control mage, and the synergy is great. And Seal of Binding (Lvl25 Cleric Daily) is a better single-enemy control attack than anything the wizard gets. (Take Demigod for the regeneration to keep it going). Not to mention the healing you get from other Cleric's powers make you a bit less squishier.

For Dailies, Flaming Sphere and Sleep seem the best picks. But if you have a DM like mine -one that only sends lvl1-3 adventurers to hamlets with inflamable wooden houses instead of dungeons- Acid's probably a safe bet too.
 

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