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Human Wizard recommendations for a n00b?
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<blockquote data-quote="LightPhoenix" data-source="post: 4968229" data-attributes="member: 115"><p>I forget what feats and powers that the Human Wizard has, so I'll give some general advice.</p><p></p><p>The At-Wills you should have are <em>Thunderwave</em>, <em>Magic Missile</em>, and <em>Scorching Burst</em>. <em>Thunderwave </em>is the best choice for when enemies have swarmed you, since it won't provoke opportunity attacks when used. Make sure to have at least a 12 Wis, so you can push enemies away. <em>Magic Missile</em> 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. <em>Scorching Burst</em> will let you hit multiple enemies at range, which will be your bread and butter. All three can be enhanced with the Master's Wands in AV1. Alternatively, you could sub out <em>Magic Missile</em> for... ugh, the Illusion power in Arcane Power. That way you'll have an attack that hits Fort (<em>Thunderwave</em>), Reflex (<em>Scorching Burst</em>), and Will.</p><p></p><p>For further powers, I would try to stick to powers that allow you to attack multiple enemies. A lot of people swear by <em>Sleep</em>, but honestly my experience with it was poor. It's definitely better for Orb Wizards. Otherwise, it's mostly your choice as to what powers you take. Single-target spells are tempting (and I got a lot of milage out of <em>Icy Hand</em>) but keep in mind you can use Wand of Accuracy with an area spell to get the bonus to one creature in the burst.</p><p></p><p>Your utilities should be focused on keeping your defense up. <em>Shield</em> is by far your best bet at level two. Personally, I'm fond of <em>Levitate</em> since many enemies won't have ranged attacks in Heroic tier. The penalty to AC/Dex is worth not being attacked at all. I'm a huge fan of <em>Mass Resistance</em>, but discuss it with your DM first.</p><p></p><p>As for feats, the most useful by far is Improved Initiative. Leather Armor Proficiency is useful as well, since it won't impact spellcasting. Really, the rest of your feats will depend on what powers you take. Personally, I would stick to one or two keywords (for example, Fire and Thunder), and pick up the damage boosting powers for them. Destructive Wizardry can be a nice boost to damage for multi-target spells. IMO, most of the really useful feats for Wizards show up in Paragon tier.</p><p></p><p>For abilities, I would recommend boosting Int and Wis, even as a Wand Wizard. Many of the riders on the Wizard powers key off of <s>Wizard</s> Wisdom, and to my knowledge none ride off of Dex. Additionally, raising Dex and Int means your other defenses will be taking a hit.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 4968229, member: 115"] I forget what feats and powers that the Human Wizard has, so I'll give some general advice. The At-Wills you should have are [I]Thunderwave[/I], [I]Magic Missile[/I], and [I]Scorching Burst[/I]. [I]Thunderwave [/I]is the best choice for when enemies have swarmed you, since it won't provoke opportunity attacks when used. Make sure to have at least a 12 Wis, so you can push enemies away. [I]Magic Missile[/I] 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]Scorching Burst[/I] will let you hit multiple enemies at range, which will be your bread and butter. All three can be enhanced with the Master's Wands in AV1. Alternatively, you could sub out [I]Magic Missile[/I] for... ugh, the Illusion power in Arcane Power. That way you'll have an attack that hits Fort ([I]Thunderwave[/I]), Reflex ([I]Scorching Burst[/I]), and Will. For further powers, I would try to stick to powers that allow you to attack multiple enemies. A lot of people swear by [I]Sleep[/I], but honestly my experience with it was poor. It's definitely better for Orb Wizards. Otherwise, it's mostly your choice as to what powers you take. Single-target spells are tempting (and I got a lot of milage out of [I]Icy Hand[/I]) but keep in mind you can use Wand of Accuracy with an area spell to get the bonus to one creature in the burst. Your utilities should be focused on keeping your defense up. [I]Shield[/I] is by far your best bet at level two. Personally, I'm fond of [I]Levitate[/I] since many enemies won't have ranged attacks in Heroic tier. The penalty to AC/Dex is worth not being attacked at all. I'm a huge fan of [I]Mass Resistance[/I], but discuss it with your DM first. As for feats, the most useful by far is Improved Initiative. Leather Armor Proficiency is useful as well, since it won't impact spellcasting. Really, the rest of your feats will depend on what powers you take. Personally, I would stick to one or two keywords (for example, Fire and Thunder), and pick up the damage boosting powers for them. Destructive Wizardry can be a nice boost to damage for multi-target spells. IMO, most of the really useful feats for Wizards show up in Paragon tier. For abilities, I would recommend boosting Int and Wis, even as a Wand Wizard. Many of the riders on the Wizard powers key off of [s]Wizard[/s] Wisdom, and to my knowledge none ride off of Dex. Additionally, raising Dex and Int means your other defenses will be taking a hit. [/QUOTE]
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