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Character Builds & Optimization
Elven Orb Wizard build
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<blockquote data-quote="Particle_Man" data-source="post: 4339396" data-attributes="member: 892"><p>Not that it matters, since you will always memorize Sleep, but Flaming Sphere is a better alternate than Acid Arrow (it lasts longer).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>You are well set up for the cleric paragon path: Divine Oracle. Never get surprised! That is gold for wizards.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 4339396, member: 892"] 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. [/QUOTE]
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