Human Wizard recommendations for a n00b?

Do you have to use the premade?

Personally, I think Wand wizards are the weakest. My next character is going to be a Staff Wizard that I think is going to be the bomb(especially at Paragon).
 

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Post-errata, wand is really not that bad. Especially when you consider Dual Implement and Arcane Reach, there are some very good things to be had for a minor investment in Dexterity and being able to call the bonus to attack post-roll is actually quite useful if you're good at it or your DM is accommodating.

Of course, you'll probably want the staff as your second implement mastery at Paragon. Goes well with dual wielding a staff of ruin if you're actually into damage.
 

Agree with the other posters on At-Wills. Thunder Wave and Scorching Burst are no-brainers. Illusory Ambush is the best choice for a point attack - it is very useful to have an At-Will that targets each of the three defenses, and the -2 debuff helps the party.

Surprised that no one has mentioned Tome of Readiness. I think that the extra flexibility is especially useful for new players. For example, you can pick a general purpose spell and a specialized spell. In most encounters you use the general purpose spell, but you have the specialized spell available when you really need it. Good examples of specialized spells are ones that have a strong effect against a single target (Ray of Enfeeblement, Pinioning Vortex) or are useful against adjacent enemies (Color Spray, Fire Shroud)

Tome of the Replenishing Flame (level 2 magic implement) enables you to effectively have three 1st level daily powers to choose from. For example, you can prepare Sleep and also have available Flaming Sphere and Summon Fire Warrior - both strong spells.

As to feats, definitely take Action Sure early. +3 to attack rolls when you need it most is very, very good. Especially good for a controller that attacks multiple foes.

Assuming you have 13+ Dex, another excellent feat is Warrior of the Wild (Multiclass Ranger). The primary benefit is Perception skill training - having good initiative is good, not being surprised is better. The extra damage from Hunter's Quarry is a bonus.
 

Post-errata, wand is really not that bad. Especially when you consider Dual Implement and Arcane Reach, there are some very good things to be had for a minor investment in Dexterity and being able to call the bonus to attack post-roll is actually quite useful if you're good at it or your DM is accommodating.

What errata is this? I couldn't see anything listed on the WotC website for wand-user errata.

That said, I think Dual Implement is perfect for a Wand Wizard, especially if you use wands that give you powers you don't have. I have an image in my head of a Wizard Mage Hand-ing wands in and out of his hands to get the effects he wants.

Surprised that no one has mentioned Tome of Readiness. I think that the extra flexibility is especially useful for new players.

I never had a chance to play with Tomes, but I liked what I saw. My only real problem with them is that the PHB clearly set up Wands for the "extra power" niche, and the Tomes trample over that. Wands don't particularly have a niche now, nor flavor, IMO.

Assuming you have 13+ Dex, another excellent feat is Warrior of the Wild (Multiclass Ranger). The primary benefit is Perception skill training - having good initiative is good, not being surprised is better. The extra damage from Hunter's Quarry is a bonus.

I didn't think of that, but I know I was definitely wanting for Perception. The extra damage fits nice with (IMO) the Wizard's secondary role as a striker.
 

What errata is this? I couldn't see anything listed on the WotC website for wand-user errata.

Ah, I see, it was an FAQ, though I still thought of it as errata:
25. Can I wait until the Dungeon Master has determined if I have hit or not to use my Wand of Accuracy class feature?
Yes, you can use this ability at any point during the resolution of the power.
There's a big difference between 'and I'll add +2 to this attack. *roll* That'll give me a 19' and 'I just barely missed you say? Okay, I add +2'.

That said, I think Dual Implement is perfect for a Wand Wizard, especially if you use wands that give you powers you don't have. I have an image in my head of a Wizard Mage Hand-ing wands in and out of his hands to get the effects he wants.
Yeah, I like it a lot. And if you're willing to accept a -2 to hit and damage, it's a great way to get access to additional at-wills too.
 

I never had a chance to play with Tomes, but I liked what I saw. My only real problem with them is that the PHB clearly set up Wands for the "extra power" niche, and the Tomes trample over that. Wands don't particularly have a niche now, nor flavor, IMO.

Wands never really had that niche. A once per day Daily power with the number of Item Daily restrictions for milestones is not what one would consider a niche. Almost every PC effectively has that with the proper Daily items (for example, adding a Slide to your normal attack power is not much different than using a different attack power (i.e. Wand) that has a Slide).

Personally, I think that a Wizard would benefit from both implements (and a Mnemonic Staff).
 

Magic Missile is most useful for being a basic ranged attack that can be triggered by anything that allows them (ie, Warlord powers). The range is excellent as well, but didn't come into play too often for me.

I've read this opinion before, and I don't get it.

Most Warlord powers that trigger a basic attack from another player trigger a MELEE basic attack from that player, not a ranged one.

The odds of this being a big factor for a character, particularly at low levels, seem extremely small, and not worth while for at-will power choices.

And as you said, the long range of Magic Missle rarely comes in to play either.

There are better single-target at-will powers to choose from, and I would go with one of those others.
 

There's a certain type of shaman whose spirit generates ranged basic attacks... but yeah, magic missile is if you have a need for range > 10 realistically.
 

At-Will: You are a human, 3 at-Will, yay! Be certain to take an at-will targeting each defense.

Reflex: Scorching burst, for sure.
Fortitude: Probably Thunderwave but only if you have at least WIS 12, which you might not have if you went with 20 Int and a wand or staff wizard. Any of the other fortitude power is fair, then.
Will: My preference goes to Illusory Ambush. Phantasm Bolt is cool too.

I agree with everything he just said.

Feats: Enlarge is great, just great. Toughness and Leather armor are a must if you go combat wizard with plenty of close blast, less so if you are a more careful wizard who manages to avoid the front for the most part.

I disagree that toughness is crucial. However I agree leather armor is important. I also personally like improved initiative, since often early in combat the foes are grouped together, which is a great opportunity to hit them with an area attack.
 

I personally like Leather Armor and Toughness. However, of those two, only Leather Armor is a no-brainer.


For your At-Will powers, a human wizard has some great options. With the addition of Arcane Power (or Dragon Magazine), he can pick one At-Will power for each of FRW, and thereby maximize his chance to hit any given foe.

I agree about swapping out Ray of Frost -- it's a power I dislike, since Thunderwave hits the same defense, and does more. My dude enjoys using Thunderwave.

Scorching Burst is a great power. It targets Reflex.

Magic Missile is great if you expect to be fighting at long range (11 to 20 squares). Do you have an Archery Ranger, a crossbow Rogue, and an archer Bard? If so, take this power. If not, it's redundant with Scorching Burst.

My favorite At-Will power that targets Will defense is Illusory Ambush (from Arcane Power and also printed in Dragon). It is single-target, but the rider effect is nice.

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For your Daily powers, I'd strongly recommend trading out Sleep and using Flaming Sphere instead. The only Wizard who should be using Sleep is a Paragon-tier Orb wielder, and even he shouldn't really use it (because in his hands it's too strong).

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My favorite Utility 2 power is Shield. It's saved my PC's butt more times than I'd like to remember.

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Fire Shroud is a fine Encounter 3 power. It goes very nicely with an Orb-Wizard, since it's your earliest "save ends" Encounter power.

Cheers, -- N
 

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