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The Power of Knowledge (Old Wizard's Handbook)
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<blockquote data-quote="Veep" data-source="post: 6745443" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Wizard Paragon Paths and Epic Destinies</strong></span></p><p></p><p><strong><u>Advised Paragon Paths</u></strong></p><p>[sblock]</p><p>Since there are a LOT of paragon paths, i created a list of build-based paragon paths that are generally strong choices for your wizard. You can find the descriptions of these paragon paths in the sections below.</p><p></p><ul> <li data-xf-list-type="ul"><u>Generally good</u>: Blood Mage, Arcane Wayfarer, Academy Master, Spellstorm Mage, Adroit Explorer (only Human), Turathi Highborn (only tiefling)<br /> </li> <li data-xf-list-type="ul"><u>Imposer and illusionist, Necromancers, save debuffers in general</u>: Life Singer (MC bard), Divine Oracle (MC cleric), Planeshifter, Phiarlan Phanstasmist, Enigmatic Mage (only illusionist mage)<br /> </li> <li data-xf-list-type="ul"><u>Enchanter</u>: Entrancing Mystic (MC warlock)<br /> </li> <li data-xf-list-type="ul"><u>Nethermancer</u>: Enigmatic Mage (only nethermancer mage) or Phiarlan Phantasmist<br /> </li> <li data-xf-list-type="ul"><u>Pyromancer/Fire Blaster</u>: Master of Flame or Enigmatic Mage (only mage)<br /> </li> <li data-xf-list-type="ul"><u>Thunder Blaster/Evoker</u>: Malec-Keth Janissary (MC swordmage)<br /> </li> <li data-xf-list-type="ul"><u>Lightning Blaster/Evoker</u>: Storm Scourge (MC warlock)<br /> </li> <li data-xf-list-type="ul"><u>Cold Blaster/Evoker</u>: Bralani Wintersoul (only eladrin)<br /> </li> <li data-xf-list-type="ul"><u>Summoner</u>: Bonded Summoner or Rimetongue Caller<br /> </li> </ul><p></p><p>[/sblock]</p><p></p><p><strong><u>Wizard Paragon Paths</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Academy Master (D 374)</strong></span>: this is an enhancing paragon path. If you like so much your at wills and your encounters and want to enhance them take this path. Extra damage, +1 to hit with at wills against the same target, rerolls. Not really a bad choice.</p><p></p><p><span style="color: #0000ff"><strong>Arcane Wayfarer (AP)</strong></span>: one of the staple teleport-based PP in the game. Features are very nice, teleporting the target on crit has a very nice controlling effect, wayfarer's action isn't a bad AP effect and the 16th level feature is incredibly useful, especially if exploited. Powers are somewhat decent: hammerfall step is twist of space II, the revenge. The utility can be quite nice, and Terrifying Journey is an AOE banish. Not bad.</p><p></p><p><strong>Battle Weaver (HoS)</strong>: slowing on at will is decent at level 11, decades a bit later. Since any decent illusionist has constant CA; CA on AP is useless. Level 11 power is large but the effect is kind of weak. Illusory Shelter is a nice tactical power (especially for the difficult terrain). Level 16 feature is a classical -save penalty (only in the first save, though), and the reshape battlefield is a decent daily, but it seems not easy to use. At first glance this is a very tactical PP class but lacks powerful features or powers.</p><p></p><p><strong>Battle Mage (PHB)</strong>: features are quite nice: +4 to hit with ap extra standard action (and your standard action if you use it after the AP) is very nice. You get also a free opportunity attack, which can be useful sometimes. The level 16 feature is probably the best, since you can possibly use thunderwave as immediate reaction. Powers are really bad: forceful retort is probably the worse, for the bad bad bad range (you don't want to be in melee, even if you are a "battle" mage). Arcane Rejuvenation is probably useful. Closing spell, imho is definitely bad, with an horrible condition (what do i do if i need to use this power soon?)... the nerf was like a shoot in the leg to a cripple.</p><p></p><p><span style="color: #0000ff"><strong>Blood Mage (PHB)</strong></span>: this is a standard damaging path, that was renowned for the horribly overpowered blood pulse combo that brought Hell-locks to fame. Now (unfortunately) the path has been nerfed multiple times. The AP feature is nice, not OP and it's worth a lot for tieflings with icy clutch. Bolstering blood has become situational, and the level 16 feature is so-so. Powers, instead, are incredible: blood pulse, even if errataed (in a very strange way, i'd say... willingly is bad), has a strong aoe immobilizing effect. Soul burn is a very good nova recover power and destructive salutation is good for a level 20 power.</p><p></p><p><strong><span style="color: #0000ff">Bonded Summoner (AP)</span></strong>: one of the two summoning PP, this summon-leading option (adding them HP, regenerations, new actions, and so on). Summoner's Slip can be useful, time to time. Summoner's Action is quite good, especially at higher levels where you can summon 2-3 creatures per encounter. Summoner's Might makes your creature extra strong, but is really DM dependant. About Powers: planar gateway remembers me a lot visions of avarice. Enduring Summons, again, depends on your DM. The bonded protector is quite a good controlling summon, capable of dazing at will and serves perfectly as your personal defender.</p><p></p><p><strong>Draconic Antithesis (D 369)</strong>: overall not a bad paragon path. You gain extra flying denial abilities, and the elemental resist feature is nice. Level 11 encounter and level 20 daily powers have to be used correctly but they can be very powerful.</p><p></p><p><span style="color: #008000"><strong>Enigmatic Mage (HoFL)</strong></span>: this is actually a collection of paragon paths. There are some common features but others depends from which kind of mage are you. Please note that you have to be a mage to enter this PP. I'll divide the PP into four separate section for each mage specialization path.</p><p></p><p>There are only two fixed features: Enigmatic Spellcasting (level 11), which is a tome of readiness-like feature for utilities and is very very nice when coupled with situational utilities like mass resistance and the level 16 feature Enigmatic Spell Lore which is does the same for encounter powers. Overall these two features fill the lack of a tome-like ability and makes the Mage's spellbook choices a lot more interesting and useful.</p><p></p><p><strong><strong><span style="color: #ff00ff">Evoker</span></strong></strong></p><p>[sblock]</p><p>This is a very strikerish path. The AP benefit is great when you have a multihitting power like Chain Lightning or Prismatic Beams. The level 11 power is just bad, a fire version of MM. You add only the main hand implement enhancement to the damage. This kind of power has the same problems Magic Missile and such powers have: bad scaling</p><p>Level 12 utility is quite decent: it permits you to boost your damage at the expense of an healing surge. </p><p>Level 20 daily power is surely underwhelming: an unfriendly burst that creates a not-too-large area that can be done and can damage agaiin but only if you expend a standard action.</p><p></p><p>Overall this PP isn't a great choice for evokers-blasters, in my opinion. The AP feature is nice but others are quite under the par, expecially the attack powers. I think that blood mage will serve evokers better. </p><p>[/sblock]</p><p></p><p><strong><strong><span style="color: #0000ff">Illusionist</span></strong></strong></p><p>[sblock]</p><p>The AP benefit is in the line of the apprentice mage feature: a bonus to AC and Ref is quite nice.</p><p>The level 11 encounter attack is very strong in my opinion, expecially because you can choose any power up to level 7. For example an illusion-keyworded Twist of Space seems a very good idea</p><p>The level 11 daily utlity is a strangely leader-ish feature. Very defensive, quite nice, but with a strange flavour on an illusionist. Overall it isn't really bad, expecially if the enemy is fire focusing you and you have already used your second wind.</p><p>The level 20 Daily attack is like the level 11 encounter, but works with encounters or dailies up to level 19... Very nice indeed, expecially if you abuse of some powers like mass charm or prismatic beams.</p><p></p><p>Overall i have to say that this PP seems quite nice and a good choice for Illusionists. It doesn't possess the raw power Divine Oracle, Life Singer and Phiarlan Phantasmist have, but it is much more than viable, expecially if you learn to use decently your Spellbook.</p><p>[/sblock]</p><p></p><p><strong><strong>Enchanter</strong></strong></p><p>[sblock]</p><p>The AP feature is nice when you are clunked in a very difficult situation. Sliding 4-5 squares isn't a little thing</p><p>Level 11 Encounter attack is another spell in the line of "slide-attack" but now the target gets dazed as an effect (very nice). So, if you slide the target correctly you can make it waste a round.</p><p>Level 12 Daily Utility is the bigger brother of Instant Friends and share the same strengths and weaknesses. Overall i don't like it since it favours meta-gaming... but if you use it correctly it can become very strong.</p><p>Level 20 Daily attack is the classical domination attack. In practice it is a game-stop, since you can't even attack its allies. Frankly i don't like this power but it may have its uses if you face only a target and you don't want him dead. It is too fragile imho, needs to be reworded a little to be more useful</p><p></p><p>Overall this PP is quite decent. Again, not too powerful but won't gimp your character. If they change the Daily to make it a bit more viable, i'll change the rating to blue</p><p></p><p>[/sblock]</p><p></p><p><strong><span style="color: #ff0000"><strong>Necromancer</strong></span></strong></p><p>[sblock]</p><p>The AP feature has simply crappy range, and breaks formations if enemies are necro-resistant</p><p>Level 11 power is simply situational. I like it, personally, but it's very easy to use it badly and ruin your perfect chess-table</p><p>Level 12 utility... i've rarely seen a more crappy utility, and Death Ward was a CLERIC spell!!</p><p>Level 20 daily is cool, but sacrificing a surge and a daily power to summon 5 minions is quite... unoptimal</p><p></p><p>Overall i've rarely seen a PP worse than this. It's really a trap and offers nothing that you can't find better in another paragon path. I strongly suggest you to avoid this path</p><p>[/sblock]</p><p></p><p><strong><span style="color: #0000ff"><strong>Nethermancer</strong></span></strong></p><p>[sblock]</p><p>The AP feature rocks total concealment for one round, which is fairly nice. The area is little, but workable. More importantly, this means you will have combat advantage for one round, coupled with your master feature</p><p>The level 11 power is tactically rewarding: psychic (for psychic lock), big slide and useful push in burst 2+CA (until start of your next turn, but probably you won't need it anyway, since you have it from the feature) to put enemies near your defender.</p><p>Level 12 power is a nice range extender and solves all LOS problems. Nothing incredible, but sounds decently useful</p><p>Level 20 daily is basically a monster. It is basically an at will burst 5 restraining (save end) and, if the target ends its turn in the wall, can only attack its mate. Yes, it's that powerful. One of the most gruesome dailies i've seen.</p><p></p><p>Overall this is a good PP, which has its high point, obiouvsly, in the daily. The final rating takes account of the daily. If you stop before level 20, the path is black.</p><p>[/sblock]</p><p></p><p><strong><strong><span style="color: #0000ff">Pyromancer</span></strong></strong></p><p>[sblock]</p><p>This is a very high-risk high reward paragon path. The AP feature is very striker-oriented (pick an enemy and focus fire... no pun intended): try to use a power with the largest number of dices against it (for example the daily 20). </p><p>Level 11 Encounter attack can be fairly damaging if you hit at least a minion or a very low-health enemy. The miss effect is a bit more control oriented.</p><p>Level 12 Daily utility is the classical fire-damage boosting power (a bit like Burning Transformation in the d 388 pyromancer article): very dangerous to use, since you ignore in any way target resistance... be sure to take war wizard or a feat like that to avoid to roast your allies.</p><p>Level 20 Daily attack is a LOT of risky damage. You take 1/2 of your HP in damage, but 10d10 is a lot... probably the most damaging power in D&D, at least from dice damage.</p><p></p><p>Overall this PP seems fairly better than the evoker one, expecially if you are a bit more careful and avoid to damage your allies. </p><p>[/sblock]</p><p></p><p><span style="color: #00ccff"><strong>Entrancing Mystic (AP)</strong></span></p><p><u>Requires Warlock MC</u>: this was one of the previous charm-pp made for the fey warlock. It is probably way better for mage <strong><span style="color: #00ccff">enchanters</span></strong>, since it focus on charm powers (and nearly all enchanting powers have the charm keyword). Except for the level 11 AP feature and the level 11 Encounter power, all other features are top-tier, probably gold-level for enchanters. The level 16 feature is win: if you miss all the targets you retain the power... but most enchanting powers will have an effect also on a miss. You need high-charisma but it is really worth, expecially because this path is much stronger than the Enigmatic Mage PP for enchanters.</p><p></p><p><span style="color: #ff00ff"><strong>Familiar Keeper (D 374)</strong></span>: imho this PP is quite underwhelming. The level 20 daily is the standard dominate (not bad at all), but other features aren't very desiderable. A subpar choice also because it obliges you to have your familiar alive and ready to use some powers and this really convenient.</p><p></p><p><strong>Hermetic Saboteur (AP)</strong>: Being able to choose the initial square of the blast is really good, but the level 12 and 16 features are quite vanilla. Level 11 Psychic detonation is decent, the utility is nasty but the daily is underwhelming. Overall this remains path that could be much more frightening, but remains a viable choice.</p><p></p><p><span style="color: #0000ff"><strong>Malec-Keth Janissary (MOTP)</strong></span>:<u>Requires Swordmage MC:</u> with the change of Fleeting Dweomer (Battle Engineer, artificer path) to Daily, this path has remained the only choice for you to add elemental keyword at will to your powers (with the level 16 feature), and this is good expecially for (genasi) thunder blasters. Features are decent, the level 11 AP one is extraordinarily good for damage dealers. Level 11 encounter attack can be eliminated with the Reserve Maneuver feat (PHB2) unless you really want to stay in melee, but generally it isn't a great idea (it was errata-ed to be int-based, so you don't have anymore the "strength" problem, even if for genasi wizards strength is often on par with Intellect). Other powers are around the par.</p><p></p><p><strong><span style="color: #0000ff">Master of Flame (D 388)</span>:</strong> very nice for fire blasters. Level 11 ap feature is quite substandard, but the real winners are the critfishing feature (level 11) and the free enlarging on all fire spells at level 16, which can really change the way you play. Powers are also quite nice, expecially the daily utility.</p><p></p><p><span style="color: #00ccff"><strong>Phiarlan Phantasmist (EPG):</strong></span> probably the best choice, paired with Divine Oracle and Life Singer for illusionists. This is a very strong Paragon Path, that packs a constant +1 to hit, a -2 to saves and the ability to gain invisibility as AP as features. Powers are very strong, i love expecially the utility spell which marks and stacks another -2 to hit. </p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Planeshifter (MOTP)</strong></span>: i love this Paragon Path, for three reasons: the planeshifter's action, the feature location mastery (which becomes even stronger in the epic tier) and sequester, which is one of the few encounter powers in the game with a save end effect (the other one in the wizard's list is fireshroud). Quick portal is incredibly nice if you really need to get the hell out of dangerous places and Dimensional cascade deals a load of elemental damage and an hint of banishment.</p><p></p><p><strong><span style="color: #0000ff">Rimetongue Caller (AP)</span></strong>: this is the second summoner PP choice. This PP specializes in creating more offensive summons. Winter's Embrace is quite meh, Blizzard action requires a little preparation, but adding a cold aura to your summons (also to utility summons, by the way) is great. You get a very nice wall as encounter power (walls are quite always dailies), icy calling adds more damage to your summons and rimefire brute probably is better than bonded protector for a pure damage factor. </p><p></p><p><span style="color: #0000ff"><strong>Shadow Shaper (HoS):</strong></span> level 11 feature grants substantial hit bonus against controller type monsters. AP feature is quite vanilla, since you aren't probably going to use an at-will with your AP. Night Terror is a decent power, especially if you have many close attacks, and dazing as effect is good. Never-Ending Nightmare is an extraordinary utility, really good, which can extend effects like hypnotic pattern and maze of mirrors. Level 16 feature leaves you free from Phantom Echoes feat and nightscape is a large but quite vanilla effect. Overall this pp is good, especially for the level 11 feature and the level 12 utility power.</p><p></p><p><strong>Silverstar (FRPG)</strong>: quite bad PP, except for that great encounter stun <u>at level 11</u> (!!). This bring this class to decent rating. You also get an hint of leading and extra accuracy.</p><p></p><p><strong>Simbarch of Aglarond (FRPG)</strong>: a nice, defensive and bizarre paragon path. You gain more surges, chances to save and minor leading abilities. Silver fire which is a very interesting damage increaser. Not too shabby, especially for players who lack a leader in their party. </p><p></p><p><span style="color: #0000ff"><strong>Sivis Truenamer (EPG):</strong></span> another good choice, even if the level 16 feature is kind of wasted for a typical wizard. Powers, though, are very strong. A nice choice overall, expecially for imposers who will be able to use 2 times per encounter the save penalty.</p><p></p><p><span style="color: #0000ff"><strong>Spellguard Wizard (FRPG)</strong></span>: a strange mix of powers, like simbarch of aglarond. This PP theme is the Mythal, enemy magic denial. You gain strong anti-healing abilities and a very nice anti-teleporting utility. Changing bursts to blasts is a very nice option when needed. Overall a very nice collection of abilities.</p><p></p><p><span style="color: #0000ff"><strong>Spellstorm Mage (PHB)</strong></span>: i like very much this Paragon Path. Damaging feature on AP, really nice power recovering at level 11 and decent aoe damage at level 16. Powers are decent: Storm Cage is a really good power, fairly damaging expecially against spreaded enemies (and for the thunder keyword). Sudden storm isn't that great for a level 12 utility, but Maelstrom of Chaos is very very very nice expecially when coupled with an AP. </p><p></p><p><span style="color: #ff00ff"><strong>Tome Adept (D 380):</strong></span> the features are very nice, dazing as critical is strong enough to be noted. It's a pity that powers are really so bad. The level 20 daily is pretty much identical to sequester, level 11 encounter (!) of the planeshifter Paragon Path. Not really a great choice.</p><p></p><p><strong><span style="color: #ff00ff">Unseen Mage (AP)</span></strong>: i don't like this PP at all. features are bad except unseen advantage, which, though, requires a little action investment. Powers are decent and focused on invisibiliy, but not so great.</p><p></p><p><strong><span style="color: #0000ff">War Wizard of Cormyr (FRPG):</span></strong> a lovely choice. You can use encounters as basic attack (great if you have an enabling leader), war wizard's decimation is a great features. One-way barrier is another decent way to make ranged enemies move towards you, kind of an higher level Illusion Wall.</p><p></p><p><strong><span style="color: #ff0000">Weaver of Chance (AP)</span></strong>: this is, imho, one of the worst PP ever created. You have exactly the same chance of gaining and losing entropy points, and powers are also casual. If you like random things, really, play a wild sorcerer. At least it is even more fun.</p><p></p><p><strong>Wizard of the Spiral tower (PHB)</strong>: This path was revamped in the Class Compendium: now the sword proficiency actually has a sense. Radiant Censure was and remains pretty bad. The One Sword and Corellon's blade are two nice power, but only if you are well prepared. Shape The Dream is basically a no-no with can also active defender's punishment: not so bad. The path could be considered <span style="color: #0000ff"><strong>worthy </strong></span>for a hybrid which likes to stay in melee (with a decent charisma modifier)</p><p></p><p>[/sblock]</p><p></p><p><strong><u>Multiclassing Paragon Paths</u></strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Divine Oracle (PHB)</strong></span>: <em>Multiclass Cleric.</em> A lovely PP designed for those who frequently target will defense (illusionists and orb users). You can't be surprised, gain an extra move action on ap and a great great GREAT reroll on will attacks. Prophecy of Doom can trigger an absurd number of combos, good omen is a lovely enabler for nova rounds and hammer of fate.. well, at least if you miss you don't expend the action. I tend to prefer this PP to Life Singer for will-attackers, but their power is quite similar.</p><p></p><p><span style="color: #00ccff"><strong>Entrancing Mystic (AP)</strong></span></p><p><em>Multiclass Warlock</em>: See above for description</p><p></p><p><span style="color: #0000ff"><strong>Hammer of Vengeance (PHB2)</strong></span>: <em>Multiclass Invoker</em>. You get -2 to saves, but also a quite nice daily attack power that is lovely for high-wisdom imposers. Overall a nice choice, even if the penance feature is quite a waste.</p><p></p><p><span style="color: #00ccff"><strong>Life Singer (AP)</strong>:</span></p><p><em>Multiclass Bard</em>. Features are great, you enter this paragon path only for the level 16 feature which makes you reroll any will attack. Powers are nice but you need an high charisma to completely use them, and this may cause you to lose some staple feats that requires dexterity or wisdom.</p><p></p><p><strong><span style="color: #0000ff">Malec-Keth Janissary (MOTP)</span></strong>: <em>Multiclass Swordmage</em>. See above for description</p><p></p><p><span style="color: #0000ff"><strong>Storm Surge (AP) </strong></span><em>Multiclass Warlock (Fey Pact)</em>: except for the level 11 encounter power (you need to reserve-maneuver it) this is a great path. The level 16 feature is something incredible. The level 20 daily effect is much more important that its hit line. Overall a great path for lightning blasters.</p><p></p><p>[/sblock]</p><p></p><p><strong><u>Racial and Other Paragon Paths</u></strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Adroit Explorer (PHB2)</strong></span>: <em>Requires Human.</em> Imho a great choice. You get more action points (which translates, in the epic tier, into more daily powers), more encounter powers (more twist of spaces and prismatic bursts) and great defensive features. A great path</p><p></p><p><strong><span style="color: #ff00ff">Ancestral Incarnate (PHB2)</span></strong>: <em>Requires Deva</em>. Can be used, if you really really want, but its features aren't so great. Deva Wizards will probably choose something else</p><p></p><p><span style="color: #ff00ff"><strong>Avenging Haunt (D 374)</strong></span>: <em>Requires Revenant</em>. It is more suited for a melee character (a defender) which gets some beating, but it's not so horrible for you either. The focus on necrotic damage is meh, though. Overall subpar.</p><p></p><p><strong><span style="color: #ff0000">Blooded Champion (PHB3)</span></strong>: <em>Requires Minotaur</em>. Not made for you</p><p></p><p><span style="color: #ff0000"><strong>Bloodfury Savage (PHB2)</strong></span>:<em> Requires Half-Orc</em>. Not made for you.</p><p></p><p><span style="color: #0000ff"><strong>Bralani Wintersoul (D 384)</strong></span>:<em> Requires Eladrin</em>. Nice cold-based PP for eladrin cold controllers-blasters. Features are very very nice, powers too expecially the level 20 daily.</p><p></p><p><strong><span style="color: #008000">Chameleon (EPG)</span>:</strong></p><p><em>Requires Changeling/Doppleganger</em>. The power of this PP varies greatly from abysmal to great.</p><p></p><p><span style="color: #ff0000"><strong>Drow Wanderer (FRPG)</strong></span>:<em> Requires Drow</em>. Not made for you</p><p></p><p><strong><span style="color: #ff0000">Elemental Tempest (FRPG)</span></strong>: <em>Requires Genasi</em>. Alas, not made for you.</p><p></p><p><strong>Element Unchained (D 391)</strong>: <em>Requires Genasi.</em> Very nice features, expecially for lightning blaster genasi who can add lightning damage to any encounter and daily spell. Leader-ish extra features with bonus against movement disabling conditions. Powers, though, aren't really great, expecially the multi-element level 11 encounter (requires to be reserve-maneuvered, imho). Imho is<strong><span style="color: #0000ff"> on par </span></strong>with Storm Scourge for Lightning Blasters, and saves you also to be tied to charisma.</p><p></p><p><strong>Fey Beguiler (PHB2)</strong>: <em>Requires Gnome</em>. A nice PP specialized on invisibility/illusion effects. Nice for feylocks and for you. You may gain the rogue power Gap in the armor (requires training in perception) or Combat Tumbleset (training in acrobatics).</p><p></p><p><span style="color: #ff0000"><strong>Firstborn of Moradin (PHB2)</strong></span>: <em>Requires Dwarf</em>. Not made for you </p><p></p><p><strong>Glee-born (D 385)</strong>: <em>Requires Dragonborn</em>. This PP is tailored around bards, but it is not too shabby for you. Ninefold Master is superior, though.</p><p></p><p><span style="color: #ff0000"><strong>Half-Giant Thug (DSCS)</strong></span>: Requires Goliath. Not made for you</p><p></p><p><span style="color: #ff0000"><strong>Halfling Scoundrel (PHB)</strong></span>:<em> Requires Halfling</em>. Not made for you</p><p></p><p><span style="color: #ff0000"><strong>Lightwalker (EPG)</strong></span>: <em>Requires Kalashtar</em>. Not made for you</p><p></p><p><strong>Lost Soul (PHB T):</strong></p><p><em>Requires Tiefling</em>. A standard leech-themed paragon path, this is probably more suited for warlocks. However, this is not a bad choice for fire blasters, even if there are better ones. This paragon path is a nice choice if you see that your DM likes to hit you frequently. Features are quite nice, powers a little less but the level 20 power is a very nice wall. Overall a standard-power choice, turathi highborne is really a superior choice.</p><p></p><p><span style="color: #ff0000"><strong>Moonstalker (PHB2)</strong></span>: <em>Requires Shifter</em>. Not made for you</p><p></p><p><span style="color: #ff0000"><strong>Mul Battle Slave (DSCS)</strong></span>: <em>Requires Mul</em>. Not made for you</p><p></p><p><span style="color: #0000ff"><strong>Nature's Avatar (PHB3)</strong></span>: <em>Requires Wilden</em>. I'm in love with wildens, this enhances their already nice encounter racial powers. This path is similar to academy master, since it is tied to powers you already possess. Add bonus damage when you're bloodied and extra saves and a very nice level 20 daily power and you're set for a very nice choice.</p><p></p><p><span style="color: #0000ff"><strong>Ninefold Master (PHB D)</strong></span>: <em>Requires Dragonborn</em>. A very nice choice for Dragonborn Blasters. It makes your breath a really great choice and you get elemental resistances and a double use of dragon breath on AP. Very nice indeed.</p><p></p><p><span style="color: #0000ff"><strong>Phantasmagoric Scoundrel (D 386)</strong></span>: <em>Requires training in Bluff or Thievery</em>: A good choice for a Mage looking for out-of-combat utility or RP flavour with deceptive rituals and arcana skill usage as features. A pair of decent powers and an additional use of an illusion power round out the path, and make up for the slightly subpar AP feature. (Can't have everything) (by RuinsFate)</p><p></p><p><span style="color: #ff0000"><strong>Rrathmal (PHB3)</strong></span>:<em> Requires Githzerai</em>. Not made for you</p><p></p><p><span style="color: #ff0000"><strong>Scion of Arkhosia (PHB2)</strong></span>: <em>Requires Dragonborn</em>. Not made for you</p><p></p><p><span style="color: #ff00ff"><strong>Soul of Erosion (D 380)</strong></span>:<em> Requires Genasi</em>. Not too bad features but powers have bad targeting issues.</p><p></p><p><strong>Shadowthief (HoS)</strong>: the whole shadow feature is good, but it shares the same problems Warlocks have with pact boon. The problem of this pp is that powers are really bad. You can gain substantial hitting benefits and features are really good, but powers are under par, especially the level 11 encounter (bad necrotic damage). Overall this makes this PP decent but not so impressive.</p><p></p><p><span style="color: #0000ff"><strong>Shadow Dancer (HoS)</strong></span>: free CA and extra teleport on AP. The Shadowy Tendrils is a really good power, but unfortunately the only basic attack the wizard possess is Magic Missile. Shadow Stalk is nice since you can target an ally and move with him. Level 16 feature is good if you have a lot of sight-hindering effects like the nethermancer. Trail of Shadows is simply a really good power, which can substantially hinder a group of enemies if used correctly. Overall i like this PP very much, but it requires you to have a decent RBA and be a nethermancer or invest heavily in stealth.</p><p></p><p><span style="color: #0000ff"><strong>Shard Disciple (PHB3)</strong></span>: <em>Requires Shardmind</em>. Greatly enhances your racial power for extra accuracy and makes you really more sturdy. A nice choice even if you don't like the psionic material.</p><p></p><p><strong>Shiere Knight (PHB2)</strong>: <em>Requires Eladrin</em>. A standard, fun choice. You get a bonus if you teleport and the level 11 encounter is a nice pseudo-dominating power. Not too shabby</p><p></p><p><span style="color: #ff0000"><strong>Stoneblessed (PHB2)</strong></span>: <em>Requires Goliath</em>. Guess what? Not made for you</p><p></p><p><span style="color: #ff0000"><strong>Thri-Kreen Predator (DSCS)</strong></span>: <em>Requires Thri-Kreen</em>. It's not that it's not made for you... it's probably a bad idea to be in melee so much time. So, bad rating.</p><p></p><p><strong>Turathi Highborn (PHB2)</strong>:<em> Requires Tiefling</em>. A decent choice. Nice for fire blasters and nice for Enchanters. Fun fact: bolts of bedevilment can be used on your friend Barbarian if he has a nice mba (barring bag of rats rule). The PP used to be better than it is now, since the cuncurrence is quite heavy.</p><p></p><p><span style="color: #0000ff"><strong>Twilight Guardian (PHB2)</strong></span>: <em>Requires Elf.</em> Usual standard effect of accuracy + movement that makes this Paragon Path a very nice choice if you really want to play an elf wizard.</p><p></p><p><span style="color: #ff0000"><strong>Warforged Juggernaut (EPG)</strong></span>: <em>Requires Warforged</em>. Not made for you</p><p></p><p><strong>Whirlwind Genasi (FRPG)</strong>:<em> Requires Genasi</em>. Overall decent PP based on movement enhancing and denial, nice for windsoul genasi players who doesn't care too much about min-maxing damage (this PP deals very little damage).</p><p></p><p>[/sblock]</p><p></p><p><strong><u>Class Epic Destinies</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Archlich (AP): </strong></span>Overall not too bad. You become immortal at 21th level instead of 24 as usual, and recover a fear/necrotic power. A nice choice</p><p></p><p><span style="color: #00ccff"><strong>Archmage (PHB)</strong></span>: it makes you use your dailies more and more and more. This alone makes this ED one of the best in the game</p><p></p><p><strong>Archspell (AP)</strong>: imho this ED is inferior to Archmage, unless you really love one power. You get +2 to hit and the 26 encounter is nice but not too strong. Overall pretty decent</p><p></p><p><strong><span style="color: #0000ff">Elf High Mage (D 367)</span></strong>: naturally you have to be eladrin or elf to enter this ED. A great choice even if, imho, sage of ages is better. You get an effect like the old dice of auspicious fortune, a very nice defensive boost but i don't like the leader-ish feature of the level 26 daily. Overall pretty nice, though.</p><p></p><p><strong>Immanence (AP)</strong>: quite nice elemental-defensive ED, more leaderish though.</p><p></p><p><strong><span style="color: #0000ff">Lords of Fate (AP)</span></strong>: features were very strong, to the point that they were errata-ed to something more decent. Overall nice, but doesn't possess anymore those "OMG" buttons.</p><p></p><p><strong>Magister (AP)</strong>: overall nice, but archmage is again better. Casting rituals as standard action, though, has its appeal.</p><p></p><p><strong><span style="color: #ff00ff">Parable (AP)</span></strong>: imho underpar. You gain "death" feature at level 30, and the encounter no-effect attack level 26 encounter isn't enough.</p><p></p><p><span style="color: #00ccff"><strong>Sage of Ages (AP)</strong></span>: Roll twice each round and mixed powers (for example a +2 to all arcane attacks) make this ED a wonderful choice. Your check should be enough high to be in the 51-55 easily, and you can crank high your arcana skill to get all benefits. This ED really personify the "Knowledge is Power" concept</p><p></p><p>[/sblock]</p><p></p><p><strong><u>Other Epic Destinies</u></strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Chosen/Demigod (PHB/DP)</strong></span>: this is a great standard choice. Level 30 feature was changed (nerfed) twice, but it isn't this important. Level 26 daily is great, expecially high arcana (DP) and anthem of progress (AP)</p><p></p><p><strong>Deadly Trickster (PHB)</strong>: this is a very nice path <span style="color: #0000ff"><strong>only for illusionists</strong></span>, for the 21 charisma needed to enter. The skill needed is usually a wasted feat, MC rogue is a nice solution for this. For illusionists it is really nice. A lot of rerolls and nice powers/hp recovering features are great. If you like to juggle with rerolls, cheese with dice of auspicious fortune or get other kind of rerolls with racial features or with the help of your leader the power of the ED <strong><span style="color: #00ccff">raises a lot</span></strong></p><p></p><p><strong>Draconic Incarnation (D 388)</strong>: a nice dragon-themed ED. Dragon transformation at level 26 is a quite decent ability, as for the standard action blast (it's a pity that it doesn't scale decently). +2 to int at 21st level is quite rare, as the ability to gain a couple of random arcane level 25 dailies at 30. Overall a nice, but not incredible, ED.</p><p></p><p><span style="color: #008000"><strong>Eternal Seeker (PHB)</strong></span>: this is a generally not a great idea for wizards, because you already have great powers. But you may pick something great and this is why this class get a green rating. </p><p></p><p><span style="color: #ff00ff"><strong>Feyliege (AP)</strong></span>: a nice charm-themed ED, but little short on features. Level 30 is outdated by glasya's charming word tiefling feat (PHB T)</p><p></p><p><span style="color: #0000ff"><strong>Harbinger of Doom (PHB2)</strong></span>: another "wild sorcerer" themed destiny, but this is (as weaver of chance isn't) totally in your favour. Very nice also the random enemy stunning (even if it is not "smart" as usual)</p><p></p><p><strong>Keybearer (D 372)</strong>: features are not too bad, however the 26th daily is difficult to use because, if the initial burst is friendly, others aren't.</p><p></p><p><strong>Indomitable Champion (HoFL)</strong>: this is the only ED presented in the HoFL book and frankly it isn't that great... Very vanilla: stat boost at level 21, defenses and HP boost at level 24. Daily "death feature" at level 26 without particular flashy effects and a very simple attack interrupt like the Deadly Trickster at level 30. Overall the result isn't so bad, but it's quite boring.</p><p></p><p><span style="color: #00ccff"><strong>Planeshaper (D 372)</strong></span>: probably one of the best ED for you. Great banish effect on crit, double your favourite encounter power and the aura is very very very nice (retrain out Mystical Debris).</p><p></p><p><strong>Prince of Hell (D 372)</strong>: it can be surely worked into something nice, expecially for fire blasters. </p><p></p><p><strong>Punisher of the Gods (D 372)</strong>: this ED is nicer for defenders and strikers, but you can work it if you really want it</p><p></p><p><span style="color: #0000ff"><strong>Radiant One (DMA 2009):</strong></span> this is the path of choice for fire blasters. You get extra bonus damage and starry rift and starflesh are two very strong features. Overall very nice.</p><p></p><p><strong>Storm Sovereign (D 372)</strong>: not too bad for thunder genasi, the level 30 feature makes you add thunder keyword to all powers (it's a bit too late, though).</p><p></p><p><strong><span style="color: #0000ff">Winter Sovereign (D 372)</span></strong>: cold blasters (genasi or not) want this absolutely. Features are great and you can finally use another weapon instead of cold. Lingering cold is another -2 to saves and frozen in ice, while errataed, is still very strong. Rime Armor makes you literally untouchable for one encounter</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6745443, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Wizard Paragon Paths and Epic Destinies[/b][/size][/CENTER] [b][u]Advised Paragon Paths[/u][/b] [sblock] Since there are a LOT of paragon paths, i created a list of build-based paragon paths that are generally strong choices for your wizard. You can find the descriptions of these paragon paths in the sections below. [LIST] [*][u]Generally good[/u]: Blood Mage, Arcane Wayfarer, Academy Master, Spellstorm Mage, Adroit Explorer (only Human), Turathi Highborn (only tiefling) [*][u]Imposer and illusionist, Necromancers, save debuffers in general[/u]: Life Singer (MC bard), Divine Oracle (MC cleric), Planeshifter, Phiarlan Phanstasmist, Enigmatic Mage (only illusionist mage) [*][u]Enchanter[/u]: Entrancing Mystic (MC warlock) [*][u]Nethermancer[/u]: Enigmatic Mage (only nethermancer mage) or Phiarlan Phantasmist [*][u]Pyromancer/Fire Blaster[/u]: Master of Flame or Enigmatic Mage (only mage) [*][u]Thunder Blaster/Evoker[/u]: Malec-Keth Janissary (MC swordmage) [*][u]Lightning Blaster/Evoker[/u]: Storm Scourge (MC warlock) [*][u]Cold Blaster/Evoker[/u]: Bralani Wintersoul (only eladrin) [*][u]Summoner[/u]: Bonded Summoner or Rimetongue Caller [/LIST] [/sblock] [b][u]Wizard Paragon Paths[/u][/b] [sblock] [COLOR=#0000ff][b]Academy Master (D 374)[/b][/COLOR]: this is an enhancing paragon path. If you like so much your at wills and your encounters and want to enhance them take this path. Extra damage, +1 to hit with at wills against the same target, rerolls. Not really a bad choice. [COLOR=#0000ff][b]Arcane Wayfarer (AP)[/b][/COLOR]: one of the staple teleport-based PP in the game. Features are very nice, teleporting the target on crit has a very nice controlling effect, wayfarer's action isn't a bad AP effect and the 16th level feature is incredibly useful, especially if exploited. Powers are somewhat decent: hammerfall step is twist of space II, the revenge. The utility can be quite nice, and Terrifying Journey is an AOE banish. Not bad. [b]Battle Weaver (HoS)[/b]: slowing on at will is decent at level 11, decades a bit later. Since any decent illusionist has constant CA; CA on AP is useless. Level 11 power is large but the effect is kind of weak. Illusory Shelter is a nice tactical power (especially for the difficult terrain). Level 16 feature is a classical -save penalty (only in the first save, though), and the reshape battlefield is a decent daily, but it seems not easy to use. At first glance this is a very tactical PP class but lacks powerful features or powers. [b]Battle Mage (PHB)[/b]: features are quite nice: +4 to hit with ap extra standard action (and your standard action if you use it after the AP) is very nice. You get also a free opportunity attack, which can be useful sometimes. The level 16 feature is probably the best, since you can possibly use thunderwave as immediate reaction. Powers are really bad: forceful retort is probably the worse, for the bad bad bad range (you don't want to be in melee, even if you are a "battle" mage). Arcane Rejuvenation is probably useful. Closing spell, imho is definitely bad, with an horrible condition (what do i do if i need to use this power soon?)... the nerf was like a shoot in the leg to a cripple. [COLOR=#0000ff][b]Blood Mage (PHB)[/b][/COLOR]: this is a standard damaging path, that was renowned for the horribly overpowered blood pulse combo that brought Hell-locks to fame. Now (unfortunately) the path has been nerfed multiple times. The AP feature is nice, not OP and it's worth a lot for tieflings with icy clutch. Bolstering blood has become situational, and the level 16 feature is so-so. Powers, instead, are incredible: blood pulse, even if errataed (in a very strange way, i'd say... willingly is bad), has a strong aoe immobilizing effect. Soul burn is a very good nova recover power and destructive salutation is good for a level 20 power. [b][COLOR=#0000ff]Bonded Summoner (AP)[/COLOR][/b]: one of the two summoning PP, this summon-leading option (adding them HP, regenerations, new actions, and so on). Summoner's Slip can be useful, time to time. Summoner's Action is quite good, especially at higher levels where you can summon 2-3 creatures per encounter. Summoner's Might makes your creature extra strong, but is really DM dependant. About Powers: planar gateway remembers me a lot visions of avarice. Enduring Summons, again, depends on your DM. The bonded protector is quite a good controlling summon, capable of dazing at will and serves perfectly as your personal defender. [b]Draconic Antithesis (D 369)[/b]: overall not a bad paragon path. You gain extra flying denial abilities, and the elemental resist feature is nice. Level 11 encounter and level 20 daily powers have to be used correctly but they can be very powerful. [COLOR=#008000][b]Enigmatic Mage (HoFL)[/b][/COLOR]: this is actually a collection of paragon paths. There are some common features but others depends from which kind of mage are you. Please note that you have to be a mage to enter this PP. I'll divide the PP into four separate section for each mage specialization path. There are only two fixed features: Enigmatic Spellcasting (level 11), which is a tome of readiness-like feature for utilities and is very very nice when coupled with situational utilities like mass resistance and the level 16 feature Enigmatic Spell Lore which is does the same for encounter powers. Overall these two features fill the lack of a tome-like ability and makes the Mage's spellbook choices a lot more interesting and useful. [b][b][COLOR=#ff00ff]Evoker[/COLOR][/b][/b] [sblock] This is a very strikerish path. The AP benefit is great when you have a multihitting power like Chain Lightning or Prismatic Beams. The level 11 power is just bad, a fire version of MM. You add only the main hand implement enhancement to the damage. This kind of power has the same problems Magic Missile and such powers have: bad scaling Level 12 utility is quite decent: it permits you to boost your damage at the expense of an healing surge. Level 20 daily power is surely underwhelming: an unfriendly burst that creates a not-too-large area that can be done and can damage agaiin but only if you expend a standard action. Overall this PP isn't a great choice for evokers-blasters, in my opinion. The AP feature is nice but others are quite under the par, expecially the attack powers. I think that blood mage will serve evokers better. [/sblock] [b][b][COLOR=#0000ff]Illusionist[/COLOR][/b][/b] [sblock] The AP benefit is in the line of the apprentice mage feature: a bonus to AC and Ref is quite nice. The level 11 encounter attack is very strong in my opinion, expecially because you can choose any power up to level 7. For example an illusion-keyworded Twist of Space seems a very good idea The level 11 daily utlity is a strangely leader-ish feature. Very defensive, quite nice, but with a strange flavour on an illusionist. Overall it isn't really bad, expecially if the enemy is fire focusing you and you have already used your second wind. The level 20 Daily attack is like the level 11 encounter, but works with encounters or dailies up to level 19... Very nice indeed, expecially if you abuse of some powers like mass charm or prismatic beams. Overall i have to say that this PP seems quite nice and a good choice for Illusionists. It doesn't possess the raw power Divine Oracle, Life Singer and Phiarlan Phantasmist have, but it is much more than viable, expecially if you learn to use decently your Spellbook. [/sblock] [b][b]Enchanter[/b][/b] [sblock] The AP feature is nice when you are clunked in a very difficult situation. Sliding 4-5 squares isn't a little thing Level 11 Encounter attack is another spell in the line of "slide-attack" but now the target gets dazed as an effect (very nice). So, if you slide the target correctly you can make it waste a round. Level 12 Daily Utility is the bigger brother of Instant Friends and share the same strengths and weaknesses. Overall i don't like it since it favours meta-gaming... but if you use it correctly it can become very strong. Level 20 Daily attack is the classical domination attack. In practice it is a game-stop, since you can't even attack its allies. Frankly i don't like this power but it may have its uses if you face only a target and you don't want him dead. It is too fragile imho, needs to be reworded a little to be more useful Overall this PP is quite decent. Again, not too powerful but won't gimp your character. If they change the Daily to make it a bit more viable, i'll change the rating to blue [/sblock] [b][COLOR=#ff0000][b]Necromancer[/b][/COLOR][/b] [sblock] The AP feature has simply crappy range, and breaks formations if enemies are necro-resistant Level 11 power is simply situational. I like it, personally, but it's very easy to use it badly and ruin your perfect chess-table Level 12 utility... i've rarely seen a more crappy utility, and Death Ward was a CLERIC spell!! Level 20 daily is cool, but sacrificing a surge and a daily power to summon 5 minions is quite... unoptimal Overall i've rarely seen a PP worse than this. It's really a trap and offers nothing that you can't find better in another paragon path. I strongly suggest you to avoid this path [/sblock] [b][COLOR=#0000ff][b]Nethermancer[/b][/COLOR][/b] [sblock] The AP feature rocks total concealment for one round, which is fairly nice. The area is little, but workable. More importantly, this means you will have combat advantage for one round, coupled with your master feature The level 11 power is tactically rewarding: psychic (for psychic lock), big slide and useful push in burst 2+CA (until start of your next turn, but probably you won't need it anyway, since you have it from the feature) to put enemies near your defender. Level 12 power is a nice range extender and solves all LOS problems. Nothing incredible, but sounds decently useful Level 20 daily is basically a monster. It is basically an at will burst 5 restraining (save end) and, if the target ends its turn in the wall, can only attack its mate. Yes, it's that powerful. One of the most gruesome dailies i've seen. Overall this is a good PP, which has its high point, obiouvsly, in the daily. The final rating takes account of the daily. If you stop before level 20, the path is black. [/sblock] [b][b][COLOR=#0000ff]Pyromancer[/COLOR][/b][/b] [sblock] This is a very high-risk high reward paragon path. The AP feature is very striker-oriented (pick an enemy and focus fire... no pun intended): try to use a power with the largest number of dices against it (for example the daily 20). Level 11 Encounter attack can be fairly damaging if you hit at least a minion or a very low-health enemy. The miss effect is a bit more control oriented. Level 12 Daily utility is the classical fire-damage boosting power (a bit like Burning Transformation in the d 388 pyromancer article): very dangerous to use, since you ignore in any way target resistance... be sure to take war wizard or a feat like that to avoid to roast your allies. Level 20 Daily attack is a LOT of risky damage. You take 1/2 of your HP in damage, but 10d10 is a lot... probably the most damaging power in D&D, at least from dice damage. Overall this PP seems fairly better than the evoker one, expecially if you are a bit more careful and avoid to damage your allies. [/sblock] [COLOR=#00ccff][b]Entrancing Mystic (AP)[/b][/COLOR] [u]Requires Warlock MC[/u]: this was one of the previous charm-pp made for the fey warlock. It is probably way better for mage [b][COLOR=#00ccff]enchanters[/COLOR][/b], since it focus on charm powers (and nearly all enchanting powers have the charm keyword). Except for the level 11 AP feature and the level 11 Encounter power, all other features are top-tier, probably gold-level for enchanters. The level 16 feature is win: if you miss all the targets you retain the power... but most enchanting powers will have an effect also on a miss. You need high-charisma but it is really worth, expecially because this path is much stronger than the Enigmatic Mage PP for enchanters. [COLOR=#ff00ff][b]Familiar Keeper (D 374)[/b][/COLOR]: imho this PP is quite underwhelming. The level 20 daily is the standard dominate (not bad at all), but other features aren't very desiderable. A subpar choice also because it obliges you to have your familiar alive and ready to use some powers and this really convenient. [b]Hermetic Saboteur (AP)[/b]: Being able to choose the initial square of the blast is really good, but the level 12 and 16 features are quite vanilla. Level 11 Psychic detonation is decent, the utility is nasty but the daily is underwhelming. Overall this remains path that could be much more frightening, but remains a viable choice. [b][/b][COLOR=#0000ff][b]Malec-Keth Janissary (MOTP)[/b][/COLOR]:[u]Requires Swordmage MC:[/u] with the change of Fleeting Dweomer (Battle Engineer, artificer path) to Daily, this path has remained the only choice for you to add elemental keyword at will to your powers (with the level 16 feature), and this is good expecially for (genasi) thunder blasters. Features are decent, the level 11 AP one is extraordinarily good for damage dealers. Level 11 encounter attack can be eliminated with the Reserve Maneuver feat (PHB2) unless you really want to stay in melee, but generally it isn't a great idea (it was errata-ed to be int-based, so you don't have anymore the "strength" problem, even if for genasi wizards strength is often on par with Intellect). Other powers are around the par. [b][COLOR=#0000ff]Master of Flame (D 388)[/COLOR]:[/b] very nice for fire blasters. Level 11 ap feature is quite substandard, but the real winners are the critfishing feature (level 11) and the free enlarging on all fire spells at level 16, which can really change the way you play. Powers are also quite nice, expecially the daily utility. [COLOR=#00ccff][b]Phiarlan Phantasmist (EPG):[/b][/COLOR] probably the best choice, paired with Divine Oracle and Life Singer for illusionists. This is a very strong Paragon Path, that packs a constant +1 to hit, a -2 to saves and the ability to gain invisibility as AP as features. Powers are very strong, i love expecially the utility spell which marks and stacks another -2 to hit. [COLOR=#0000ff][b] Planeshifter (MOTP)[/b][/COLOR]: i love this Paragon Path, for three reasons: the planeshifter's action, the feature location mastery (which becomes even stronger in the epic tier) and sequester, which is one of the few encounter powers in the game with a save end effect (the other one in the wizard's list is fireshroud). Quick portal is incredibly nice if you really need to get the hell out of dangerous places and Dimensional cascade deals a load of elemental damage and an hint of banishment. [b][COLOR=#0000ff]Rimetongue Caller (AP)[/COLOR][/b]: this is the second summoner PP choice. This PP specializes in creating more offensive summons. Winter's Embrace is quite meh, Blizzard action requires a little preparation, but adding a cold aura to your summons (also to utility summons, by the way) is great. You get a very nice wall as encounter power (walls are quite always dailies), icy calling adds more damage to your summons and rimefire brute probably is better than bonded protector for a pure damage factor. [COLOR=#0000ff][b]Shadow Shaper (HoS):[/b][/COLOR] level 11 feature grants substantial hit bonus against controller type monsters. AP feature is quite vanilla, since you aren't probably going to use an at-will with your AP. Night Terror is a decent power, especially if you have many close attacks, and dazing as effect is good. Never-Ending Nightmare is an extraordinary utility, really good, which can extend effects like hypnotic pattern and maze of mirrors. Level 16 feature leaves you free from Phantom Echoes feat and nightscape is a large but quite vanilla effect. Overall this pp is good, especially for the level 11 feature and the level 12 utility power. [b]Silverstar (FRPG)[/b]: quite bad PP, except for that great encounter stun [u]at level 11[/u] (!!). This bring this class to decent rating. You also get an hint of leading and extra accuracy. [b]Simbarch of Aglarond (FRPG)[/b]: a nice, defensive and bizarre paragon path. You gain more surges, chances to save and minor leading abilities. Silver fire which is a very interesting damage increaser. Not too shabby, especially for players who lack a leader in their party. [COLOR=#0000ff][b]Sivis Truenamer (EPG):[/b][/COLOR] another good choice, even if the level 16 feature is kind of wasted for a typical wizard. Powers, though, are very strong. A nice choice overall, expecially for imposers who will be able to use 2 times per encounter the save penalty. [COLOR=#0000ff][b]Spellguard Wizard (FRPG)[/b][/COLOR]: a strange mix of powers, like simbarch of aglarond. This PP theme is the Mythal, enemy magic denial. You gain strong anti-healing abilities and a very nice anti-teleporting utility. Changing bursts to blasts is a very nice option when needed. Overall a very nice collection of abilities. [COLOR=#0000ff][b]Spellstorm Mage (PHB)[/b][/COLOR]: i like very much this Paragon Path. Damaging feature on AP, really nice power recovering at level 11 and decent aoe damage at level 16. Powers are decent: Storm Cage is a really good power, fairly damaging expecially against spreaded enemies (and for the thunder keyword). Sudden storm isn't that great for a level 12 utility, but Maelstrom of Chaos is very very very nice expecially when coupled with an AP. [COLOR=#ff00ff][b]Tome Adept (D 380):[/b][/COLOR] the features are very nice, dazing as critical is strong enough to be noted. It's a pity that powers are really so bad. The level 20 daily is pretty much identical to sequester, level 11 encounter (!) of the planeshifter Paragon Path. Not really a great choice. [b][COLOR=#ff00ff]Unseen Mage (AP)[/COLOR][/b]: i don't like this PP at all. features are bad except unseen advantage, which, though, requires a little action investment. Powers are decent and focused on invisibiliy, but not so great. [b][COLOR=#0000ff]War Wizard of Cormyr (FRPG):[/COLOR][/b] a lovely choice. You can use encounters as basic attack (great if you have an enabling leader), war wizard's decimation is a great features. One-way barrier is another decent way to make ranged enemies move towards you, kind of an higher level Illusion Wall. [b][COLOR=#ff0000]Weaver of Chance (AP)[/COLOR][/b]: this is, imho, one of the worst PP ever created. You have exactly the same chance of gaining and losing entropy points, and powers are also casual. If you like random things, really, play a wild sorcerer. At least it is even more fun. [b]Wizard of the Spiral tower (PHB)[/b]: This path was revamped in the Class Compendium: now the sword proficiency actually has a sense. Radiant Censure was and remains pretty bad. The One Sword and Corellon's blade are two nice power, but only if you are well prepared. Shape The Dream is basically a no-no with can also active defender's punishment: not so bad. The path could be considered [COLOR=#0000ff][b]worthy [/b][/COLOR]for a hybrid which likes to stay in melee (with a decent charisma modifier) [/sblock] [b][u]Multiclassing Paragon Paths[/u][/b] [sblock] [COLOR=#00ccff][b]Divine Oracle (PHB)[/b][/COLOR]: [i]Multiclass Cleric.[/i] A lovely PP designed for those who frequently target will defense (illusionists and orb users). You can't be surprised, gain an extra move action on ap and a great great GREAT reroll on will attacks. Prophecy of Doom can trigger an absurd number of combos, good omen is a lovely enabler for nova rounds and hammer of fate.. well, at least if you miss you don't expend the action. I tend to prefer this PP to Life Singer for will-attackers, but their power is quite similar. [COLOR=#00ccff][b]Entrancing Mystic (AP)[/b][/COLOR] [i]Multiclass Warlock[/i]: See above for description [COLOR=#0000ff][b]Hammer of Vengeance (PHB2)[/b][/COLOR]: [i]Multiclass Invoker[/i]. You get -2 to saves, but also a quite nice daily attack power that is lovely for high-wisdom imposers. Overall a nice choice, even if the penance feature is quite a waste. [COLOR=#00ccff][b]Life Singer (AP)[/b]:[/COLOR] [i]Multiclass Bard[/i]. Features are great, you enter this paragon path only for the level 16 feature which makes you reroll any will attack. Powers are nice but you need an high charisma to completely use them, and this may cause you to lose some staple feats that requires dexterity or wisdom. [b][COLOR=#0000ff]Malec-Keth Janissary (MOTP)[/COLOR][/b]: [i]Multiclass Swordmage[/i]. See above for description[COLOR=#0000ff][b][/b][/COLOR] [COLOR=#0000ff][b]Storm Surge (AP) [/b][/COLOR][i]Multiclass Warlock (Fey Pact)[/i]: except for the level 11 encounter power (you need to reserve-maneuver it) this is a great path. The level 16 feature is something incredible. The level 20 daily effect is much more important that its hit line. Overall a great path for lightning blasters. [/sblock] [b][u]Racial and Other Paragon Paths[/u][/b] [sblock] [COLOR=#00ccff][b]Adroit Explorer (PHB2)[/b][/COLOR]: [i]Requires Human.[/i] Imho a great choice. You get more action points (which translates, in the epic tier, into more daily powers), more encounter powers (more twist of spaces and prismatic bursts) and great defensive features. A great path [b][COLOR=#ff00ff]Ancestral Incarnate (PHB2)[/COLOR][/b]: [i]Requires Deva[/i]. Can be used, if you really really want, but its features aren't so great. Deva Wizards will probably choose something else [COLOR=#ff00ff][b]Avenging Haunt (D 374)[/b][/COLOR]: [i]Requires Revenant[/i]. It is more suited for a melee character (a defender) which gets some beating, but it's not so horrible for you either. The focus on necrotic damage is meh, though. Overall subpar. [b][COLOR=#ff0000]Blooded Champion (PHB3)[/COLOR][/b]: [i]Requires Minotaur[/i]. Not made for you [COLOR=#ff0000][b]Bloodfury Savage (PHB2)[/b][/COLOR]:[i] Requires Half-Orc[/i]. Not made for you. [COLOR=#0000ff][b]Bralani Wintersoul (D 384)[/b][/COLOR]:[i] Requires Eladrin[/i]. Nice cold-based PP for eladrin cold controllers-blasters. Features are very very nice, powers too expecially the level 20 daily. [b][COLOR=#008000]Chameleon (EPG)[/COLOR]:[/b] [i]Requires Changeling/Doppleganger[/i]. The power of this PP varies greatly from abysmal to great. [COLOR=#ff0000][b]Drow Wanderer (FRPG)[/b][/COLOR]:[i] Requires Drow[/i]. Not made for you [b][COLOR=#ff0000]Elemental Tempest (FRPG)[/COLOR][/b]: [i]Requires Genasi[/i]. Alas, not made for you. [b]Element Unchained (D 391)[/b]: [i]Requires Genasi.[/i] Very nice features, expecially for lightning blaster genasi who can add lightning damage to any encounter and daily spell. Leader-ish extra features with bonus against movement disabling conditions. Powers, though, aren't really great, expecially the multi-element level 11 encounter (requires to be reserve-maneuvered, imho). Imho is[b][COLOR=#0000ff] on par [/COLOR][/b]with Storm Scourge for Lightning Blasters, and saves you also to be tied to charisma. [b]Fey Beguiler (PHB2)[/b]: [i]Requires Gnome[/i]. A nice PP specialized on invisibility/illusion effects. Nice for feylocks and for you. You may gain the rogue power Gap in the armor (requires training in perception) or Combat Tumbleset (training in acrobatics). [COLOR=#ff0000][b]Firstborn of Moradin (PHB2)[/b][/COLOR]: [i]Requires Dwarf[/i]. Not made for you [b]Glee-born (D 385)[/b]: [i]Requires Dragonborn[/i]. This PP is tailored around bards, but it is not too shabby for you. Ninefold Master is superior, though. [COLOR=#ff0000][b]Half-Giant Thug (DSCS)[/b][/COLOR]: Requires Goliath. Not made for you [COLOR=#ff0000][b]Halfling Scoundrel (PHB)[/b][/COLOR]:[i] Requires Halfling[/i]. Not made for you [COLOR=#ff0000][b]Lightwalker (EPG)[/b][/COLOR]: [i]Requires Kalashtar[/i]. Not made for you [b]Lost Soul (PHB T):[/b] [i]Requires Tiefling[/i]. A standard leech-themed paragon path, this is probably more suited for warlocks. However, this is not a bad choice for fire blasters, even if there are better ones. This paragon path is a nice choice if you see that your DM likes to hit you frequently. Features are quite nice, powers a little less but the level 20 power is a very nice wall. Overall a standard-power choice, turathi highborne is really a superior choice. [COLOR=#ff0000][b]Moonstalker (PHB2)[/b][/COLOR]: [i]Requires Shifter[/i]. Not made for you [COLOR=#ff0000][b]Mul Battle Slave (DSCS)[/b][/COLOR]: [i]Requires Mul[/i]. Not made for you [COLOR=#0000ff][b]Nature's Avatar (PHB3)[/b][/COLOR]: [i]Requires Wilden[/i]. I'm in love with wildens, this enhances their already nice encounter racial powers. This path is similar to academy master, since it is tied to powers you already possess. Add bonus damage when you're bloodied and extra saves and a very nice level 20 daily power and you're set for a very nice choice. [COLOR=#0000ff][b]Ninefold Master (PHB D)[/b][/COLOR]: [i]Requires Dragonborn[/i]. A very nice choice for Dragonborn Blasters. It makes your breath a really great choice and you get elemental resistances and a double use of dragon breath on AP. Very nice indeed. [COLOR=#0000ff][b]Phantasmagoric Scoundrel (D 386)[/b][/COLOR]: [i]Requires training in Bluff or Thievery[/i]: A good choice for a Mage looking for out-of-combat utility or RP flavour with deceptive rituals and arcana skill usage as features. A pair of decent powers and an additional use of an illusion power round out the path, and make up for the slightly subpar AP feature. (Can't have everything) (by RuinsFate) [COLOR=#ff0000][b]Rrathmal (PHB3)[/b][/COLOR]:[i] Requires Githzerai[/i]. Not made for you [COLOR=#ff0000][b]Scion of Arkhosia (PHB2)[/b][/COLOR]: [i]Requires Dragonborn[/i]. Not made for you [COLOR=#ff00ff][b]Soul of Erosion (D 380)[/b][/COLOR]:[i] Requires Genasi[/i]. Not too bad features but powers have bad targeting issues. [b]Shadowthief (HoS)[/b]: the whole shadow feature is good, but it shares the same problems Warlocks have with pact boon. The problem of this pp is that powers are really bad. You can gain substantial hitting benefits and features are really good, but powers are under par, especially the level 11 encounter (bad necrotic damage). Overall this makes this PP decent but not so impressive. [COLOR=#0000ff][b]Shadow Dancer (HoS)[/b][/COLOR]: free CA and extra teleport on AP. The Shadowy Tendrils is a really good power, but unfortunately the only basic attack the wizard possess is Magic Missile. Shadow Stalk is nice since you can target an ally and move with him. Level 16 feature is good if you have a lot of sight-hindering effects like the nethermancer. Trail of Shadows is simply a really good power, which can substantially hinder a group of enemies if used correctly. Overall i like this PP very much, but it requires you to have a decent RBA and be a nethermancer or invest heavily in stealth. [COLOR=#0000ff][b]Shard Disciple (PHB3)[/b][/COLOR]: [i]Requires Shardmind[/i]. Greatly enhances your racial power for extra accuracy and makes you really more sturdy. A nice choice even if you don't like the psionic material. [b]Shiere Knight (PHB2)[/b]: [i]Requires Eladrin[/i]. A standard, fun choice. You get a bonus if you teleport and the level 11 encounter is a nice pseudo-dominating power. Not too shabby [COLOR=#ff0000][b]Stoneblessed (PHB2)[/b][/COLOR]: [i]Requires Goliath[/i]. Guess what? Not made for you [COLOR=#ff0000][b]Thri-Kreen Predator (DSCS)[/b][/COLOR]: [i]Requires Thri-Kreen[/i]. It's not that it's not made for you... it's probably a bad idea to be in melee so much time. So, bad rating. [b]Turathi Highborn (PHB2)[/b]:[i] Requires Tiefling[/i]. A decent choice. Nice for fire blasters and nice for Enchanters. Fun fact: bolts of bedevilment can be used on your friend Barbarian if he has a nice mba (barring bag of rats rule). The PP used to be better than it is now, since the cuncurrence is quite heavy. [COLOR=#0000ff][b]Twilight Guardian (PHB2)[/b][/COLOR]: [i]Requires Elf.[/i] Usual standard effect of accuracy + movement that makes this Paragon Path a very nice choice if you really want to play an elf wizard. [COLOR=#ff0000][b]Warforged Juggernaut (EPG)[/b][/COLOR]: [i]Requires Warforged[/i]. Not made for you [b]Whirlwind Genasi (FRPG)[/b]:[i] Requires Genasi[/i]. Overall decent PP based on movement enhancing and denial, nice for windsoul genasi players who doesn't care too much about min-maxing damage (this PP deals very little damage). [/sblock] [b][u]Class Epic Destinies[/u][/b] [sblock] [COLOR=#0000ff][b]Archlich (AP): [/b][/COLOR]Overall not too bad. You become immortal at 21th level instead of 24 as usual, and recover a fear/necrotic power. A nice choice [COLOR=#00ccff][b]Archmage (PHB)[/b][/COLOR]: it makes you use your dailies more and more and more. This alone makes this ED one of the best in the game [b]Archspell (AP)[/b]: imho this ED is inferior to Archmage, unless you really love one power. You get +2 to hit and the 26 encounter is nice but not too strong. Overall pretty decent [b][COLOR=#0000ff]Elf High Mage (D 367)[/COLOR][/b]: naturally you have to be eladrin or elf to enter this ED. A great choice even if, imho, sage of ages is better. You get an effect like the old dice of auspicious fortune, a very nice defensive boost but i don't like the leader-ish feature of the level 26 daily. Overall pretty nice, though. [b]Immanence (AP)[/b]: quite nice elemental-defensive ED, more leaderish though.[b][/b] [b][COLOR=#0000ff]Lords of Fate (AP)[/COLOR][/b]: features were very strong, to the point that they were errata-ed to something more decent. Overall nice, but doesn't possess anymore those "OMG" buttons. [b]Magister (AP)[/b]: overall nice, but archmage is again better. Casting rituals as standard action, though, has its appeal. [b][COLOR=#ff00ff]Parable (AP)[/COLOR][/b]: imho underpar. You gain "death" feature at level 30, and the encounter no-effect attack level 26 encounter isn't enough. [COLOR=#00ccff][b]Sage of Ages (AP)[/b][/COLOR]: Roll twice each round and mixed powers (for example a +2 to all arcane attacks) make this ED a wonderful choice. Your check should be enough high to be in the 51-55 easily, and you can crank high your arcana skill to get all benefits. This ED really personify the "Knowledge is Power" concept [/sblock] [b][u]Other Epic Destinies[/u][/b] [sblock] [COLOR=#00ccff][b]Chosen/Demigod (PHB/DP)[/b][/COLOR]: this is a great standard choice. Level 30 feature was changed (nerfed) twice, but it isn't this important. Level 26 daily is great, expecially high arcana (DP) and anthem of progress (AP) [b]Deadly Trickster (PHB)[/b]: this is a very nice path [COLOR=#0000ff][b]only for illusionists[/b][/COLOR], for the 21 charisma needed to enter. The skill needed is usually a wasted feat, MC rogue is a nice solution for this. For illusionists it is really nice. A lot of rerolls and nice powers/hp recovering features are great. If you like to juggle with rerolls, cheese with dice of auspicious fortune or get other kind of rerolls with racial features or with the help of your leader the power of the ED [b][COLOR=#00ccff]raises a lot[/COLOR][/b] [b]Draconic Incarnation (D 388)[/b]: a nice dragon-themed ED. Dragon transformation at level 26 is a quite decent ability, as for the standard action blast (it's a pity that it doesn't scale decently). +2 to int at 21st level is quite rare, as the ability to gain a couple of random arcane level 25 dailies at 30. Overall a nice, but not incredible, ED. [COLOR=#008000][b]Eternal Seeker (PHB)[/b][/COLOR]: this is a generally not a great idea for wizards, because you already have great powers. But you may pick something great and this is why this class get a green rating. [COLOR=#ff00ff][b]Feyliege (AP)[/b][/COLOR]: a nice charm-themed ED, but little short on features. Level 30 is outdated by glasya's charming word tiefling feat (PHB T) [COLOR=#0000ff][b]Harbinger of Doom (PHB2)[/b][/COLOR]: another "wild sorcerer" themed destiny, but this is (as weaver of chance isn't) totally in your favour. Very nice also the random enemy stunning (even if it is not "smart" as usual) [b]Keybearer (D 372)[/b]: features are not too bad, however the 26th daily is difficult to use because, if the initial burst is friendly, others aren't. [b]Indomitable Champion (HoFL)[/b]: this is the only ED presented in the HoFL book and frankly it isn't that great... Very vanilla: stat boost at level 21, defenses and HP boost at level 24. Daily "death feature" at level 26 without particular flashy effects and a very simple attack interrupt like the Deadly Trickster at level 30. Overall the result isn't so bad, but it's quite boring. [COLOR=#0000ff][b][/b][/COLOR] [COLOR=#00ccff][b]Planeshaper (D 372)[/b][/COLOR]: probably one of the best ED for you. Great banish effect on crit, double your favourite encounter power and the aura is very very very nice (retrain out Mystical Debris). [b]Prince of Hell (D 372)[/b]: it can be surely worked into something nice, expecially for fire blasters. [b]Punisher of the Gods (D 372)[/b]: this ED is nicer for defenders and strikers, but you can work it if you really want it [COLOR=#0000ff][b]Radiant One (DMA 2009):[/b][/COLOR] this is the path of choice for fire blasters. You get extra bonus damage and starry rift and starflesh are two very strong features. Overall very nice. [b]Storm Sovereign (D 372)[/b]: not too bad for thunder genasi, the level 30 feature makes you add thunder keyword to all powers (it's a bit too late, though). [b][COLOR=#0000ff]Winter Sovereign (D 372)[/COLOR][/b]: cold blasters (genasi or not) want this absolutely. Features are great and you can finally use another weapon instead of cold. Lingering cold is another -2 to saves and frozen in ice, while errataed, is still very strong. Rime Armor makes you literally untouchable for one encounter [/sblock] [/QUOTE]
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