Making and Playing a Badass Wizard: How?

Rechan

Adventurer
In the wake of discussing Mearls statement that Scorching Burst is a bit weak, several posters have claimed the wizard rocks socks.

So now I want to know, "How do you make and play a badass wizard?"

This thread I would like to see general discussion/tips, but I also have a very specific reason for making this thread:

I'd like to see some advice or straight-up direction in building my character.

[sblock]A DM is planning on running a pick-up game just for the Pyramid of Shadows, and I want to see if the Wizard will rock or not. I will play him for three sessions and decide.

First, the parameters: 7th level, 22 point buy (phb), core rules/AV only, free magic items (L8, 7, and 6), 1800gp.

Second, my parameters: I'm planning on playing a gnome. I also generally like spells that are more status effect or control oriented, rather than straight damage. (My initial powers pick is Chill Strike/Color Spray/Fire Burst, Flaming Sphere/Sleep/BBIcy Grasp/Web, Expeditious Retreat/Shield/Dimensional Door/Wall of Fog).

Only one of those spells has a save effect (sleep), so I think I should avoid the Orb implement. Except that Orb implements seem to be dang awesome, in their general powers. Hmf.

No clue about feats.
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First, you ask how to make a badass wizard, and then you go and make all the critical choices. If you want advice on making a wizard, that advice is going to have to cover race and power choices. And I assure you that advice won't be "Gnome with only one orb-centered spell".

Second, are there gnome feats yet? If not you will be at a bit of a disadvantage. Human gets the extra at-will and good feats, while Tiefling gets a great wizard feat, elf gets elven accuracy, eladrin have some bonuses and feats, etc..
 
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Well, looks like you already have a strong direction you want, so go with that.

As for badass wizards, I've seen two that I like.

One is the human wizard with thunderwave, illusory ambush, and cloud of daggers. At will attacks for all NADs, and each has a great side effect. Action surge rocks. Orb mastery for sleep and the great effects of orbs.

The other (my favorite) is the tiefling blaster. Hellfireblood is one of the best feats in the game, imo, especially in heroic tier. Scorching burst becomes a way of quickly whittling down enemies. I like thunderwave since it does not draw an OA. Also, Flaming Sphere wins fights by itself. Staff mastery for the extra hp/ac and great AoE staff powers.

I you haven't played a wizard before, I recommend giving it a shot. If you are playing with a group you know well, the tiefling can do a ton of damage. Occationally you'll need to hit an ally, but the reward is often worth it, especially with fellow tieflings or fire genasi in the party.

When you throw down any wizard daily, you'll realze why they are so badass.
 

I think your character idea is workable. The thing is, though, you have a lot of definite things you want to do. You also want to be badass. These may not be 100% compatible. :) You cannot make a gimpy character, so long as you put a 16+ in intelligence.

-O
 

I am beginning to think what makes a bad assed wizard is a bad assed DM. Depending on the monsters, terrain, how the monsters spread out or group up, all play factors in how awesome the wizard does. The same may be true for all classes, but I think it is an us or them scenario. If its good for the wizard its not so good for the rest of the classes, if its bad for the wizard its good for the rest of the classes.

In our game the wizard is brought along for his flaming sphere, outside of that they don't really care if he shows up or not. Which is nice because his attendance is below 50%.
 

Take Staff Mastery, Leather Armor Proficiency and the Staff Fighting feat from Dragon Magazine. Watch your AC soar and dive into the fray next to the group's defender. Pick as many clost blast and clost burst spells as you can (and Shield!)
 

the Staff Fighting feat from Dragon Magazine
[sblock]Can't. Core only.

I'm looking at the Staff of Ruin, actually. It's hard to disagree with a flat extra +2 to damage for every single spell. As to what other items, not certain. [/sblock]
 
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"Core only" really doesn't permit gnomes as PCs. MM p. 276:
A player should use one of the following races to create a character only with the permission of the Dungeon Master. The DM should carefully consider which monster races, if any, to allow as PCs in his or her campaign.

But if your GM allows it, cool...Fade Away is a sweet ability. It invites consideration of the Sneak of Shadows/ Novice Power option. In each encounter, you take damage (from your own cloud of daggers or whatever, if the baddies won't oblige) and become invisible, then on your turn use a dagger and a rogue encounter power to sneak attack...and hey, you're still invisible till the end of turn, what a great time for an action point and your daily while you have CA.
 

"Core only" really doesn't permit gnomes as PCs.
[sblock]Aware of that, yes. But he is fine with it. I mean Core to discourage others from suggesting Dragon/other sources.

It invites consideration of the Sneak of Shadows/ Novice Power option.
I considered that. But, with 22 point buy, I'm going to have to basically put all my eggs in the spellcaster basket. So I'm not going to have a huge Dex. Which means sneak attacking isn't going to hit, regardless of the extra +2 for CA I'm getting. It would be a waste of two feats, an attack, and a power.[/sblock]
 

Train in stealth, and use it to gain combat advantage. +2 attack is not to be underestimated.

Take Improved Initiative and one really good Big Bang spell. Its ok if its a daily. At least one combat per day, when you're lucky and all your enemies are in a 7x7 square, explode them all. Fireball is good for this, but so is the level 7 encounter power.

Encourage your teammates not to screw up your tactical efforts. For example, its a waste of time to slow your enemies with a big daily power if your teammates charge them on their next turn. But its really useful to slow your enemies if it grants you all an entire round of ranged attacks while your enemies move forwards at a snail's pace.
 

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