What do you think the party needs? Obviously not another striker (or "off-striker"). A control focused wizard seemed like a good fit.
Leader: check.What do you think the party needs? Obviously not another striker (or "off-striker"). A control focused wizard seemed like a good fit.
Really? Slow at will seems useful.Ray of Frost never looks good.
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition
Ability Scores, with racial adjustments:
Str 8 (-1)
Con 12 (+1)
Dex 10 (+0)
Int 18 (+4)
Wis 16 (+3)
Cha 12 (+1)
Basic Melee
Longsword: +2 vs. AC (1d8-1 damage)
Basic Ranged
Magic Missile: +4 vs. Ref (2d4+4)
Default Save Penalty: -0
Modifiers:
Orb of Imposition (Encounter): -3
Maximum Save Penalty: -3
HP: 22; Bloodied: 11; Surges: 7 (5 HP)
AC/Fort/Ref/Will: 16/12/15/16
Initiative: +0; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: cloud of daggers (or ray of frost), magic missile, thunderwave
Encounter Powers: icy terrain (or chillstrike)
Daily Powers: flaming sphere, sleep
Daily Spell Slots:
Level 1 or lower - 1
Skills: Arcana (+9), Dungeoneering (+8), Insight (+8), Nature (+9), Religion (+9)
Feats: Armor Proficiency (leather), Weapon Proficiency (longsword)
Rituals: animal messenger, comprehend language, Tenser's floating disk
Gear: longsword, leather armor, orb, spellbook, standard adventurer's kit, 30gp
With a range of 20, it would be. Remember that even a slowed dude can move 4 squares and still attack.Really? Slow at will seems useful.
IMHO the main reason to go for Spiral Tower is to:Looks likes a ranger, acts like a ranger, isn't a ranger.
I'm thinking about Wizard of the Spiral Tower Path. Not sure if I want to start staff and pick up orb at 11 or start orb and pick up staff at 11. My reasoning is that I'm going to want to wield an orb for the powers, why not put the staff in the sword and get both.
I'd advise Action Surge be one of your 1st level feats. It's so awesome for an area-attacker it might as well be the human's racial bonus.Future Feats: Improved Initiative, Human Perseverance, Action Surge, ??, ??, Spell Focus, Danger Sense, Second Implement, ??, ??
Shield is the best thing ever.Future Powers: expeditious retreat, shield, color spray, stinking cloud, web, dimension door, wall of fog (levitate?), winter's wrath, ice storm, wall of fire
It can be in some cases, but its basic problem is (IMO) its range, combined with how situational Slow is. It's great with a lot of difficult terrain, or if you're targeting a melee combatant more than 6 squares away from your front line, but in practice, it can be tough to get it working.Really? Slow at will seems useful.
It can be in some cases, but its basic problem is (IMO) its range, combined with how situational Slow is. It's great with a lot of difficult terrain, or if you're targeting a melee combatant more than 6 squares away from your front line, but in practice, it can be tough to get it working.
Remember that most melee foes without reach can attack someone up to 4 squares away with a Move 2 + Charge 2, unless you've done something else to them, like dazing them or knocking them prone. IME, they could reach someone every single round after combat starts. Since your range is 10, you don't have much of a buffer to spare unless you're standing in front of your tanks. It could help if you stack up zones, or a swordmage marks them, but that's about it.
So yeah. It's situationally useful, but generally you're better off with the vanilla magic missile for the extra range and damage boost.
-O

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.