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<blockquote data-quote="tiornys" data-source="post: 5650968" data-attributes="member: 17633"><p>Generically in building: accuracy is extremely important--you want to hit so you can apply your strong control elements to the enemy. Expertise and Superior Implement (Accurate) are the most common ways to boost this. Initiative is also important, as control is best applied before the enemy gets a chance to act. Unarmored Agility is a very nice defensive boost, although a conservatively played Wizard in some parties can get away without it.</p><p></p><p>Attributes: most Wizard builds don't need a huge investment in a secondary stat. Consequently, stat allocation is often based on which feats you want to qualify for, and when. The highlights: Enlarge Spell requires Wis 13, and most Wizards will want this as soon as they can fit it in. Dual Implement Spellcaster requires Dex 13, and it's a good feat for Wizards who care about damage, starting in late heroic/early paragon tier. Spell Focus requires Cha 13, and is (obviously) nice if you intend to apply a lot of save ends effects. Improved Tome of Readiness requires Con 13, and is a very strong but cheezy way to use a daily utility in every encounter. Wizard Implement Expertise requires Dex 15 and Wis 15 and isn't available until epic tier. Remember that you get +1 to all stats at paragon and at epic. edit: obviously, your Int is by far the most important--see accuracy note above. Optimizers will insist on a starting 20 for most Wizard builds, though 18 is definitely sufficient.</p><p></p><p>Generically in play: ideally, you want to team up with the defenders to keep the rest of the monsters off of your strikers and leaders while they carve up their priority targets one at a time. Action denial obviously helps, forced movement puts them next to your defenders or otherwise in poor positions (or helps expose a priority target), and debilitation makes their attacks less threatening. Typically, you want to control as many enemies as possible (which is why Enlarge Spell is so good). This incidentally makes you good at swatting minions, but that's not your primary job.</p><p></p><p>There are basically three good paths you can take as a Wizard, each with multiple variants. You can go for pure control, where you get a lot of action denial and enemy manipulation but very low damage. You can go for a blaster build, where you deal strong AoE damage with minimal to moderate control elements. Or you can go for a meld, where you get good control and deal decent damage.</p><p></p><p>The first and third option are fairly straightforward, although there are certainly some tricks out there. The second is extremely easy to do badly; there are some specific options you'll want to exploit in order to be effective with it (alternately, just be a Sorcerer).</p><p></p><p>So, which of those sounds more appealing to you? Advice for each category will differ by a fair amount.</p><p></p><p>t~</p></blockquote><p></p>
[QUOTE="tiornys, post: 5650968, member: 17633"] Generically in building: accuracy is extremely important--you want to hit so you can apply your strong control elements to the enemy. Expertise and Superior Implement (Accurate) are the most common ways to boost this. Initiative is also important, as control is best applied before the enemy gets a chance to act. Unarmored Agility is a very nice defensive boost, although a conservatively played Wizard in some parties can get away without it. Attributes: most Wizard builds don't need a huge investment in a secondary stat. Consequently, stat allocation is often based on which feats you want to qualify for, and when. The highlights: Enlarge Spell requires Wis 13, and most Wizards will want this as soon as they can fit it in. Dual Implement Spellcaster requires Dex 13, and it's a good feat for Wizards who care about damage, starting in late heroic/early paragon tier. Spell Focus requires Cha 13, and is (obviously) nice if you intend to apply a lot of save ends effects. Improved Tome of Readiness requires Con 13, and is a very strong but cheezy way to use a daily utility in every encounter. Wizard Implement Expertise requires Dex 15 and Wis 15 and isn't available until epic tier. Remember that you get +1 to all stats at paragon and at epic. edit: obviously, your Int is by far the most important--see accuracy note above. Optimizers will insist on a starting 20 for most Wizard builds, though 18 is definitely sufficient. Generically in play: ideally, you want to team up with the defenders to keep the rest of the monsters off of your strikers and leaders while they carve up their priority targets one at a time. Action denial obviously helps, forced movement puts them next to your defenders or otherwise in poor positions (or helps expose a priority target), and debilitation makes their attacks less threatening. Typically, you want to control as many enemies as possible (which is why Enlarge Spell is so good). This incidentally makes you good at swatting minions, but that's not your primary job. There are basically three good paths you can take as a Wizard, each with multiple variants. You can go for pure control, where you get a lot of action denial and enemy manipulation but very low damage. You can go for a blaster build, where you deal strong AoE damage with minimal to moderate control elements. Or you can go for a meld, where you get good control and deal decent damage. The first and third option are fairly straightforward, although there are certainly some tricks out there. The second is extremely easy to do badly; there are some specific options you'll want to exploit in order to be effective with it (alternately, just be a Sorcerer). So, which of those sounds more appealing to you? Advice for each category will differ by a fair amount. t~ [/QUOTE]
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