Give me some suggestions on wiz build

soggybag

First Post
I have yet to play 4e. I'm working on a few characters. Here's what I came up with for an Eladrin Wiz. Give me some suggestions:

EL Eladrin wizard

Str 11
Con 14
Dex 12 +2
Int 14 +2
Wis 14
Chr 12

Size medium
Speed 6
Low light vision

Common, Elven

HP: 24/12
Surge: 6 * 8 per day

Defense:
AC: 3
Fort: 2
Ref: 3
Will: 2 + 2 + 1 (Racial bonus +5 vs charm)

Proficiency Longsword (Racial bonus)

Implement: Staff

Feats:
Expanded Spellbook

Skills:
Arcana: 5 + 3 + 2
History: 5 + 3 + 2
Insight: 5 + 2
Perception: 5 + 2 (Racial bonus)

Powers:
Encounter (Racial): Fey Step

Class features:
Cantrips: ghost sound, light, mage hand, and prestidigitation
Ritual Casting:
Spellbook: +3 1st level rituals
+2 daily spells 1 per day

At Will: Ray of Frost, Thunderwave
Encounter: Force Orb
Daily: Sleep, Freezing Cloud
 

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a few things

You have an additional daily spell

starting 2+1 from expanded spellbook

I would try and lower the str and dex and increase int if you can

keep chr and wis as is and increase chr when you plan on getting spell focus

and don't look past Cloud of daggers it may only have a small area but it instant kills minions even if you miss

thunderwave is nice but only useful if you plan on getting into melee combat which isn't advised


everything else looks pretty good
 


Just for fun.

Level: 1
Race: Eladrin
Class: War Wizard
Stats: 6’1”, 130lbs
Alignment: Good
Deity: Corellon

Initiative: 0
Max Hit Points: 26hp
Bloodied: 13hp
Healing: 6hp
Surges: 6/day
Movement: 6
Vision: Lowlight
Passive Insight: 17 (+7 insight)
Passive Perception: 12 (+2 perception)

AC: 15 (+5 int)
Fort: 10
Ref: 15 (+5 int)
Will: 15 (+2 wis, +1 race, +2 class)
+5 vs charm

+0 Str: 10
+0 Con: 11
+0 Dex: 10 (+2 race)
+5 Int: 20 (+2 race)
+2 Wis: 14
+0 Cha: 10

Skills:
0 Acrobatics dex
+12 Arcana int (+2 race, +5 trnd)
0 Athletics str
0 Bluff cha
0 Diplomacy cha
+2 Dungeoneering wis
0 Endurance con
+2 Heal wis
+12 History int (+2 race, +5trnd)
+7 Insight wis (+5 trnd)
0 Intimidate cha
+7 Nature wis (+5 trnd)
+2 Perception wis
+10 Religion int (+5 trnd)
0 Stealth dex
0 Streetwise cha
0 Thievery dex
Languages: Common, Elven.
Proficiencies: cloth armor, dagger, quarterstaff, longsword
Feats: Toughness

Gold: 19
Equipment: 46lbs out of 100lbs
-Cloth Armor. 4lbs
-Longsword. 4lbs
-Orb. 2lbs
-Spellbook/Components 3lbs
-SAK. 33lbs

RACE & CLASS FEATURES:
Trance: You can spend 4 hours in this state to gain the benefits of a 6 hour extended rest. You are fully aware of your surroundings and notice approaching enemies and other events as normal.

Spellbook: 6 of 128 pages.

Arcane Implement Mastery:
Orb of Imposition: Once per encounter as a free action, you gain one of the following:
1.) You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+2).
2.) You can extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your turn. Instead it ends at the end of your next turn.

RITUALS:
Tenser’s Floating Disk
Gentle Repose
Comprehend Language

AT WILL CANTRIPS:
Ghost Sound
Light
Mage Hand
Prestidigitation

AT WILL POWERS:
Magic Missile: Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4+5 (int) force damage.
Special: This power counts as a ranged basic attack.

Thunderwave: Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6+5 (int) thunder damage, and you push the target 2 squares (wis).

Basic Melee Attack: Longsword +3, 1d8+1.

ENCOUNTER POWERS:
Fey Step: Move Action, Personal
Effect: Teleport up to 5 squares.
-You have to be able to see your destination.
-It doesn’t provoke opportunity attacks.
-Destination must be a space you can occupy without squeezing.
-Being immobilized doesn’t prevent you from teleporting.

Chill Strike: Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8+5 (int) cold damage, and the target is dazed until the end of your next turn.

DAILY POWERS:
Flaming Sphere:
Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the sphere
Attack: Intelligence vs. Reflex
Hit: 2d6+5 (int) fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+5 (int) fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can attack again with the sphere.

Sleep: Arcane, Implement, Sleep
Standard Action, Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).


---
My build time is getting pretty good.
 
Last edited:

Family said:
Level: 1
Race: Eladrin
Class: War Wizard
Size: Medium
Stats: 6’1”, 130lbs
Alignment: Good
Deity: Corellon

Initiative: 0
Max Hit Points: 26hp
Bloodied: 13hp
Healing: 6hp
Surges: 6/day
Movement: 6
Vision: Lowlight
Passive Insight: 17 (+7 insight)
Passive Perception: 12 (+2 perception)

AC: 15 (+5 int)
Fort: 10
Ref: 15 (+5 int)
Will: 15 (+2 wis, +1 race, +2 class)
+5 vs charm

+0 Str: 10
+0 Con: 11
+0 Dex: 10 (+2 race)
+5 Int: 20 (+2 race)
+2 Wis: 14
+0 Cha: 10

Skills:
0 Acrobatics dex
+12 Arcana int (+2 race, +5 trnd)
0 Athletics str
0 Bluff cha
0 Diplomacy cha
+2 Dungeoneering wis
0 Endurance con
+2 Heal wis
+12 History int (+2 race, +5trnd)
+7 Insight wis (+5 trnd)
0 Intimidate cha
+7 Nature wis (+5 trnd)
+2 Perception wis
+10 Religion int (+5 trnd)
0 Stealth dex
0 Streetwise cha
0 Thievery dex
Languages: Common, Elven.
Proficiencies: cloth armor, dagger, quarterstaff, longsword
Feats: Toughness

Gold: 84
Equipment: 41lbs out of 100lbs
-Cloth Armor. 4lbs
-Longsword. 4lbs
-Orb. ?lbs
-Spellbook/Components ?lbs
-SAK. 33lbs

RACE & CLASS FEATURES:
Trance: You can spend 4 hours in this state to gain the benefits of a 6 hour extended rest. You are fully aware of your surroundings and notice approaching enemies and other events as normal.

Spellbook: 5 of 128 pages.

Arcane Implement Mastery:
Orb of Imposition: Once per encounter as a free action, you gain one of the following:
1.) You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+2).
2.) You can extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your turn. Instead it ends at the end of your next turn.

RITUALS:
Tenser’s Floating Disk
Gentle Repose
Comprehend Language

AT WILL CANTRIPS:
Ghost Sound
Light
Mage Hand
Prestidigitation

AT WILL POWERS:
Magic Missile: Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4+5 (int) force damage.
Special: This power counts as a ranged basic attack.

Thunderwave: Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6+5 (int) thunder damage, and you push the target 2 squares (wis).

Basic Melee Attack: Longsword +3, 1d8+1.

ENCOUNTER POWERS:
Fey Step: Move Action, Personal
Effect: Teleport up to 5 squares.
-You have to be able to see your destination.
It doesn’t provoke opportunity attacks.
-Destination must be a space you can occupy without squeezing.
-Being immobilized doesn’t prevent you from teleporting.

Chill Strike: Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8+5 (int) cold damage, and the target is dazed until the end of your next turn.

DAILY POWERS:
Flaming Sphere:
Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the sphere
Attack: Intelligence vs. Reflex
Hit: 2d6+5 (int) fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+5 (int) fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can attack again with the sphere.

---
My build time is getting pretty good.

Why not Cloud of Daggers instead of Magic Missile? Unless you have a member of your party that can grant you an extra basic ranged attack, or you need that 20 range instead of 10 range, cloud of daggers is overall better for a thunderwave user. Cloud of daggers does more damage than magic missile when dropped on someone (1d6+int+wis instead of 2d4+int), stays longer (so can do even more damage, particularly if your foe is pinned in that space, or knocked prone, or marked by someone), and can be extended using your orb (to do yet more damage, particularly if you use your thunderwave to shove a foe back into it).

As for your daily - if you are going to use an Orb, sleep is the better choice. Plus, you're going to need SOMETHING that goes against Will.
 

soggybag said:
I have yet to play 4e. I'm working on a few characters. Here's what I came up with for an Eladrin Wiz. Give me some suggestions:

EL Eladrin wizard

Str 11
Con 14
Dex 12 +2
Int 14 +2
Wis 14
Chr 12

Size medium
Speed 6
Low light vision

Common, Elven

HP: 24/12
Surge: 6 * 8 per day

Defense:
AC: 3
Fort: 2
Ref: 3
Will: 2 + 2 + 1 (Racial bonus +5 vs charm)

Proficiency Longsword (Racial bonus)

Implement: Staff

Feats:
Expanded Spellbook

Skills:
Arcana: 5 + 3 + 2
History: 5 + 3 + 2
Insight: 5 + 2
Perception: 5 + 2 (Racial bonus)

Powers:
Encounter (Racial): Fey Step

Class features:
Cantrips: ghost sound, light, mage hand, and prestidigitation
Ritual Casting:
Spellbook: +3 1st level rituals
+2 daily spells 1 per day

At Will: Ray of Frost, Thunderwave
Encounter: Force Orb
Daily: Sleep, Freezing Cloud

Unless you are planning on muticlassing into something that will make use of a staff as a weapon, or you have a special staff in mind for the future, or you have role playing reasons in mind, in general I think the staff is a bit underpowered relative to the wand or the orb.

Based on your Wisdom being pretty good, and your choice of Ray of Frost (which has a slow effect than can benefit from an orb), and Sleep (which can benefit a lot from an orb), I think an orb would be a better choice for implement. On the other hand, a wand might also help, since you still make attacks with all those powers. But either one would probably serve you better than a staff.
 

Good calls.
/my party 1 shotted irontooth with a sleep spell. He went pinata they hit him unitl xp and loot came out.

Edit: SKA-DooSH!
 


Mistwell said:
... Cloud of daggers does more damage than magic missile when dropped on someone (1d6+int+wis instead of 2d4+int)...

How do figure damage as 1d6 + int + wis? What am I missing, it looks like it should be 1d6 + int to me.
 


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