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Give me some suggestions on wiz build
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<blockquote data-quote="Family" data-source="post: 4289115" data-attributes="member: 65014"><p><strong>Just for fun.</strong></p><p></p><p>Level: 1</p><p>Race: Eladrin</p><p>Class: War Wizard</p><p>Stats: 6’1”, 130lbs</p><p>Alignment: Good</p><p>Deity: Corellon</p><p></p><p>Initiative: 0</p><p>Max Hit Points: 26hp</p><p>Bloodied: 13hp</p><p>Healing: 6hp</p><p>Surges: 6/day</p><p>Movement: 6</p><p>Vision: Lowlight</p><p>Passive Insight: 17 (+7 insight)</p><p>Passive Perception: 12 (+2 perception)</p><p></p><p>AC: 15 (+5 int)</p><p>Fort: 10 </p><p>Ref: 15 (+5 int)</p><p>Will: 15 (+2 wis, +1 race, +2 class)</p><p>+5 vs charm</p><p></p><p>+0 Str: 10</p><p>+0 Con: 11</p><p>+0 Dex: 10 (+2 race)</p><p>+5 Int: 20 (+2 race)</p><p>+2 Wis: 14</p><p>+0 Cha: 10</p><p></p><p>Skills:</p><p>0 Acrobatics dex</p><p>+12 Arcana int (+2 race, +5 trnd)</p><p>0 Athletics str</p><p>0 Bluff cha</p><p>0 Diplomacy cha </p><p>+2 Dungeoneering wis </p><p>0 Endurance con</p><p>+2 Heal wis</p><p>+12 History int (+2 race, +5trnd) </p><p>+7 Insight wis (+5 trnd)</p><p>0 Intimidate cha</p><p>+7 Nature wis (+5 trnd)</p><p>+2 Perception wis </p><p>+10 Religion int (+5 trnd) </p><p>0 Stealth dex</p><p>0 Streetwise cha</p><p>0 Thievery dex</p><p>Languages: Common, Elven.</p><p>Proficiencies: cloth armor, dagger, quarterstaff, longsword</p><p>Feats: Toughness</p><p></p><p>Gold: 19</p><p>Equipment: 46lbs out of 100lbs</p><p>-Cloth Armor. 4lbs</p><p>-Longsword. 4lbs</p><p>-Orb. 2lbs</p><p>-Spellbook/Components 3lbs</p><p>-SAK. 33lbs</p><p></p><p>RACE & CLASS FEATURES:</p><p>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.</p><p></p><p>Spellbook: 6 of 128 pages.</p><p></p><p>Arcane Implement Mastery:</p><p>Orb of Imposition: Once per encounter as a free action, you gain one of the following:</p><p>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).</p><p>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.</p><p></p><p>RITUALS:</p><p>Tenser’s Floating Disk</p><p>Gentle Repose</p><p>Comprehend Language</p><p></p><p>AT WILL CANTRIPS:</p><p>Ghost Sound</p><p>Light</p><p>Mage Hand</p><p>Prestidigitation</p><p></p><p>AT WILL POWERS:</p><p>Magic Missile: Arcane, Force, Implement</p><p>Standard Action Ranged 20</p><p>Target: One creature</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 2d4+5 (int) force damage.</p><p>Special: This power counts as a ranged basic attack.</p><p></p><p>Thunderwave: Arcane, Implement, Thunder</p><p>Standard Action Close blast 3</p><p>Target: Each creature in blast</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d6+5 (int) thunder damage, and you push the target 2 squares (wis).</p><p></p><p>Basic Melee Attack: Longsword +3, 1d8+1.</p><p></p><p>ENCOUNTER POWERS:</p><p>Fey Step: Move Action, Personal</p><p>Effect: Teleport up to 5 squares.</p><p>-You have to be able to see your destination.</p><p>-It doesn’t provoke opportunity attacks.</p><p>-Destination must be a space you can occupy without squeezing.</p><p>-Being immobilized doesn’t prevent you from teleporting.</p><p></p><p>Chill Strike: Arcane, Cold, Implement</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 2d8+5 (int) cold damage, and the target is dazed until the end of your next turn.</p><p></p><p>DAILY POWERS:</p><p>Flaming Sphere: </p><p>Arcane, Conjuration, Fire, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature adjacent to the sphere</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 2d6+5 (int) fire damage.</p><p>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.</p><p>Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can attack again with the sphere.</p><p></p><p>Sleep: Arcane, Implement, Sleep</p><p>Standard Action, Area burst 2 within 20</p><p>Target: Each creature in burst</p><p>Attack: Intelligence vs. Will</p><p>Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).</p><p>Miss: The target is slowed (save ends).</p><p></p><p></p><p>---</p><p>My build time is getting pretty good.</p></blockquote><p></p>
[QUOTE="Family, post: 4289115, member: 65014"] [b]Just for fun.[/b] 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. [/QUOTE]
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