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Wizard build for small group
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<blockquote data-quote="Maximilia" data-source="post: 5353639" data-attributes="member: 92137"><p>I play a 8th level eladrin wizard, so I can't comment on the higher levels, but I can tell you what has helped my survivability at the lower levels.</p><p></p><p>Assuming the GM is not limiting choice of feats or powers so you have the entire DDI to go through, here's some I would recommend:</p><p></p><p>Mine is a Staff of Defense wizard. The extra con helps with hit points, and the higher your con, the better the immediate interrupt for the SoD. Shield for your first utility is vital (and Expeditious Retreat is also good), and Wizard's Escape for your second. Any sort of immediate interrupt to negate damage is good, especially since you don't have a healer to heal you. I can tell you from experience a defensive wizard build is a bit frustrating for a GM, hehe.</p><p></p><p>The second thing you'll want to concentrate on is control (obviously). Color Spray is beautiful for an encounter, Blast 5, and on a hit dazes enemies. I took Force Orb for the first encounter power, and it's alright, but I am considering changing it out. It does do a fair amount of ST target, and has splash damage for adjacent enemies, but no secondary effects. The last encounter power I have is Twist of Space, which is useful for moving enemies around. </p><p></p><p>For dailies, Flaming Sphere is an excellent choice. Phantom Chasm and Rolling Thunder also look interesting, and I was planning on retraining to try those out (my GM has got to hate me--I retrain about every level to test stuff out and see what works for us). For the next daily, I really love Stinking Cloud (especially since it blocks LOS so it can be useful for evasion as well). However, some of the others look interesting as well. I can definitely tell you to avoid Fireball--it really blows compared to some of the other dailies out there. The next (at 9th) that I was looking at will likely be a conjuration of some sort and probably Wall of Fire, for a defensive sort of thing that also does damage.</p><p></p><p>For feats, for an eladrin at least, I can definitely tell you that Twist the Arcane Fabric is VERY useful for getting allies out of your blast or burst radius and repositioning them favorably. Implement Expertise (or Versatile Expertise) is another must (every plus helps), as well as Defensive Mobility. Just like a 'lock, movement is key. Keep in mind you need to try and control the battlefield either by repositioning enemies/allies, or somehow affecting enemies' abilities to do damage (ie, dazes and stuns are awesome, things to protect allies or block LOS from archers). Another thing to look for is to try and make sure your attacks can potentially attack different defenses instead of just Reflex. Thunderwave is a really good at will to have, and as much as I hate "Magic Hittle", it does allow you do to a set amount of damage every round no matter what. It rather annoys me that you can't get criticals off of it though.</p></blockquote><p></p>
[QUOTE="Maximilia, post: 5353639, member: 92137"] I play a 8th level eladrin wizard, so I can't comment on the higher levels, but I can tell you what has helped my survivability at the lower levels. Assuming the GM is not limiting choice of feats or powers so you have the entire DDI to go through, here's some I would recommend: Mine is a Staff of Defense wizard. The extra con helps with hit points, and the higher your con, the better the immediate interrupt for the SoD. Shield for your first utility is vital (and Expeditious Retreat is also good), and Wizard's Escape for your second. Any sort of immediate interrupt to negate damage is good, especially since you don't have a healer to heal you. I can tell you from experience a defensive wizard build is a bit frustrating for a GM, hehe. The second thing you'll want to concentrate on is control (obviously). Color Spray is beautiful for an encounter, Blast 5, and on a hit dazes enemies. I took Force Orb for the first encounter power, and it's alright, but I am considering changing it out. It does do a fair amount of ST target, and has splash damage for adjacent enemies, but no secondary effects. The last encounter power I have is Twist of Space, which is useful for moving enemies around. For dailies, Flaming Sphere is an excellent choice. Phantom Chasm and Rolling Thunder also look interesting, and I was planning on retraining to try those out (my GM has got to hate me--I retrain about every level to test stuff out and see what works for us). For the next daily, I really love Stinking Cloud (especially since it blocks LOS so it can be useful for evasion as well). However, some of the others look interesting as well. I can definitely tell you to avoid Fireball--it really blows compared to some of the other dailies out there. The next (at 9th) that I was looking at will likely be a conjuration of some sort and probably Wall of Fire, for a defensive sort of thing that also does damage. For feats, for an eladrin at least, I can definitely tell you that Twist the Arcane Fabric is VERY useful for getting allies out of your blast or burst radius and repositioning them favorably. Implement Expertise (or Versatile Expertise) is another must (every plus helps), as well as Defensive Mobility. Just like a 'lock, movement is key. Keep in mind you need to try and control the battlefield either by repositioning enemies/allies, or somehow affecting enemies' abilities to do damage (ie, dazes and stuns are awesome, things to protect allies or block LOS from archers). Another thing to look for is to try and make sure your attacks can potentially attack different defenses instead of just Reflex. Thunderwave is a really good at will to have, and as much as I hate "Magic Hittle", it does allow you do to a set amount of damage every round no matter what. It rather annoys me that you can't get criticals off of it though. [/QUOTE]
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