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General Tabletop Discussion
Character Builds & Optimization
Please criticize and give advices to my 1st-level Wizard Build
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<blockquote data-quote="Amaroq" data-source="post: 5065584" data-attributes="member: 15470"><p>For feats, I've definitely become a fan of "planned retraining". So, I'd consider the following:</p><p></p><p><strong>Arcane Reserves</strong> (human, arcane)</p><p>+2 dam for at-wills when out of encounter powers</p><p></p><p>This is totally useful at first level, as you have one encounter power, which you will usually cast in the first round of combat, leaving you to either blow your daily or dink away with at-wills for the rest of the fight. You can always retrain out of it somewhere in the Level 3 - Level 7 range as you begin accruing more encounter powers and begin relying on your at-wills less.</p><p></p><p><strong>Toughness</strong></p><p>+5 hit points</p><p></p><p>Doesn't matter too much when you're at higher levels, but 5 extra HP can be a lifesaver at first level .. and you can retrain out of it as early as Level 2 or Level 3.</p><p></p><p><strong>White Lotus Defenses</strong></p><p>+1 to all defenses against any creature you hit with an at-will arcane power, until the end of your next turn</p><p></p><p>If your DM allows Dragon Magazine content, this one can be pretty nice - less focused on AC than Armor Proficiency (Leather), but also limited in that its only "on" for creatures you've hit in your last turn. As you become less reliant on your at-wills, it gets less powerful, so you'll probably retrain out of it by Level 7 or 8.</p><p></p><p><strong>Armor Proficiency (Leather)</strong></p><p>+2 AC</p><p></p><p>A 10% less chance to get hit is always good, and most Level 1-3 monsters attack AC. This could be another one to consider taking at Level 1, and then retraining out of. (<em>That might be something to mention to your DM, e.g., "I'm taking Leather Proficiency, but I want to retrain out of it, so if something like a '+1 Robe of Contingency' showed up as treasure, I'd be perfectly happy."</em>)</p><p></p><p><strong>Improved Initiative</strong></p><p>+4 initiative</p><p></p><p>Its not absolutely game-breaking, but if your party does not include a Warlord and his +2 initiative gift, playing with a +0 or +1 initiative makes you act <strong>after</strong> the bad guys about 2/3 of the time; it can be really frustrating to roll an 18 for initiative and still go after the enemy. On the other hand, if you're a reactive type, sometimes letting the opposition clump up gives you massed targets to whomp on with your area-effect spells. Not something to retrain out of, once you have it, but I do think its a very idea to pick it up, and earlier rather than later.</p><p></p><p><strong>Implement Expertise</strong></p><p>+1 to hit; +2 at Lvl 15</p><p></p><p>Typically, I'd suggest this get picked up much later in the career arc. You shouldn't have too much trouble <strong>hitting</strong> at Level 1, especially with your current build .. so I'd save this for a little further down the power curve, when you start missing a little bit too often for your tastes. It might be the ideal "retrain into" as you mature out of "Toughness", for example.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5065584, member: 15470"] For feats, I've definitely become a fan of "planned retraining". So, I'd consider the following: [B]Arcane Reserves[/B] (human, arcane) +2 dam for at-wills when out of encounter powers This is totally useful at first level, as you have one encounter power, which you will usually cast in the first round of combat, leaving you to either blow your daily or dink away with at-wills for the rest of the fight. You can always retrain out of it somewhere in the Level 3 - Level 7 range as you begin accruing more encounter powers and begin relying on your at-wills less. [B]Toughness[/B] +5 hit points Doesn't matter too much when you're at higher levels, but 5 extra HP can be a lifesaver at first level .. and you can retrain out of it as early as Level 2 or Level 3. [B]White Lotus Defenses[/B] +1 to all defenses against any creature you hit with an at-will arcane power, until the end of your next turn If your DM allows Dragon Magazine content, this one can be pretty nice - less focused on AC than Armor Proficiency (Leather), but also limited in that its only "on" for creatures you've hit in your last turn. As you become less reliant on your at-wills, it gets less powerful, so you'll probably retrain out of it by Level 7 or 8. [B]Armor Proficiency (Leather)[/b] +2 AC A 10% less chance to get hit is always good, and most Level 1-3 monsters attack AC. This could be another one to consider taking at Level 1, and then retraining out of. ([I]That might be something to mention to your DM, e.g., "I'm taking Leather Proficiency, but I want to retrain out of it, so if something like a '+1 Robe of Contingency' showed up as treasure, I'd be perfectly happy."[/I]) [B]Improved Initiative[/B] +4 initiative Its not absolutely game-breaking, but if your party does not include a Warlord and his +2 initiative gift, playing with a +0 or +1 initiative makes you act [b]after[/b] the bad guys about 2/3 of the time; it can be really frustrating to roll an 18 for initiative and still go after the enemy. On the other hand, if you're a reactive type, sometimes letting the opposition clump up gives you massed targets to whomp on with your area-effect spells. Not something to retrain out of, once you have it, but I do think its a very idea to pick it up, and earlier rather than later. [B]Implement Expertise[/B] +1 to hit; +2 at Lvl 15 Typically, I'd suggest this get picked up much later in the career arc. You shouldn't have too much trouble [b]hitting[/b] at Level 1, especially with your current build .. so I'd save this for a little further down the power curve, when you start missing a little bit too often for your tastes. It might be the ideal "retrain into" as you mature out of "Toughness", for example. [/QUOTE]
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