My own priority for wizards AC is as follows:
1. Make sure your defender is doing their job. If they don't protect you enough, or you don't have one, go to 2.
2. Take to utilities like shield that boost your defences,
3. If those aren't enugh, take unarmoured agility feat (or leather armour proficiency) - +2 AC is your friend.
4. If that isn't enough, look to staff mastery for +1 AC.
5. If that isn't enough, take hafted defence feat for another +1 AC.
6. If that isn't enough... well, I think your party has issues, but you can go down the twin weapon fighting route if you have the strength... chances are, however, you do not.
In my book that just shows what a mess they made with PHB3, the whole point with masterwork armour was to put the heavy armour wearers ahead on AC, then they go and add unarmored agility and hafted defense to PHB3 to make it more advantagous to not wear armour.Here's an example 8th level build:
Eladrin, point-buys an 18 in Int and a 13 in Wis (with 3 points to spare for e.g. Con).
That's a total of AC 28. By comparison a Paladin with a +2 Layered Plate and a Heavy Shield at that level has AC 27. If you go this route, you'll have 13 Dex by paragon, which leads up nicely to Dual Implement Spellcaster. Melee training might be nice as you're quite the Tank at this point - a few OA's would be excellent. Shimmering robes might be nice as well, to avoid OA's yourself, though not critically required.
- 14 base AC
- Raises Int at 4th and 8th level to 22 Int: +6AC
- Staff Mastery class feature +1AC
- Feats: Unarmored Agility, Hafted Defense, Staff Fighting (and, e.g. Superior Implement Prof. Accurate Staff and Versatile expertise): +4AC, +1Ref
- +2 Cloth: +2AC
- +2 Defensive Staff: +1AC
Sorry, what? Unarmored Agility doesn't add anything extra compared to leather armor proficiency in terms of AC, the only difference lies in which masterwork and magic enhancements you have available.In my book that just shows what a mess they made with PHB3, the whole point with masterwork armour was to put the heavy armour wearers ahead on AC, then they go and add unarmored agility and hafted defense to PHB3 to make it more advantagous to not wear armour.
Sorry but PHB3 is just a mess.
In my book that just shows what a mess they made with PHB3, the whole point with masterwork armour was to put the heavy armour wearers ahead on AC, then they go and add unarmored agility and hafted defense to PHB3 to make it more advantagous to not wear armour.
Sorry but PHB3 is just a mess.
This was possible in PHB1+AV1 too; using TWF, TWD, Leather Armor and a Mage's Parrying Dagger. This is just a slightly different variant. The balancing factor is that paladins have more hit points and surges (and, of course, lay on hands), and that they don't need to spend three feats or have particular items just for parity.In my book that just shows what a mess they made with PHB3, the whole point with masterwork armour was to put the heavy armour wearers ahead on AC, then they go and add unarmored agility and hafted defense to PHB3 to make it more advantagous to not wear armour.
Sorry but PHB3 is just a mess.
Here's an example 8th level build:
Eladrin, point-buys an 18 in Int and a 13 in Wis (with 3 points to spare for e.g. Con).
That's a total of AC 28. By comparison a Paladin with a +2 Layered Plate and a Heavy Shield at that level has AC 27. If you go this route, you'll have 13 Dex by paragon, which leads up nicely to Dual Implement Spellcaster. Melee training might be nice as you're quite the Tank at this point - a few OA's would be excellent. Shimmering robes might be nice as well, to avoid OA's yourself, though not critically required.
- 14 base AC
- Raises Int at 4th and 8th level to 22 Int: +6AC
- Staff Mastery class feature +1AC
- Feats: Unarmored Agility, Hafted Defense, Staff Fighting (and, e.g. Superior Implement Prof. Accurate Staff and Versatile expertise): +4AC, +1Ref
- +2 Cloth: +2AC
- +2 Defensive Staff: +1AC