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Snotty
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Hey you guys, I need some advice on a wizard build. I was planning on just going straight levels in wizard as the server I play is bloody slow levelling. Any idea how I can make a worthwhile nonmagical contribution to combat ? What feats do you find useful?
Hes mostly always going to be running around in a 5 man party so Im probably not going to get stuck in melee too often, so I can afford to throw everything into my wizard abilitys I think.
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:19
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Nice combos, yeah, but on a slow levelling server they won't start to realise their potential for a loooooooong while.
I'd go 1 level of Rogue, 6 levels of Wizard, 1 level of Rogue, 6 levels of Wizard, 1 level of Rogue, then Wizard all the way.
Or.
1 level of Rogue, 3 levels of wizard, then alternate 2 levels of Rogue and 2 levels of Wizard untill you have 7 levels of Rogue. Then wizard all the way untill you get a couple of 9th level spells (level 24) That's a kind of moderately fast build, you get the ultimate wizard power pretty soonish, but while you are getting there you'll be a competent Rogue too.
-Jam
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:19
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quote: Originally posted by Snotty
Yep totally agree there. I doubt I would play on this server if it wasnt for my friends there. Folderol is a refreshing change, I will have more time for it when I have finished moving house 
Im still up in the air about what to do with my character, and it all kicks off tomorrow. Ive played a few practice mages on various servers I have played on, and all my builds seem to suck Maybe Im too used to battering things as fighter types, or not letting them get to high enough level.
We already have a F/Wiz/PM in the party, and they are the only other arcane spellcaster. Hes planning on only taking 3 levels of wiz, so Im left to look after all the high end magic.
I think Im probably going to end up with 3 rogue levels before 10th and leave it at that. On this server you get xp for casting spells, and you are rewarded for casting a variety of spells. I want to keep getting new levels of spells every 2/3 levels if I can, so I dont lag behind the rest of the party in xp and have to resort to the craftable natural resource system for my xp
A gnome with a shortbow its looking like. |
I had a gnome illusionist (wizard essentually- but I was role playing illusionist, and I also did spell focus illusion and evocation- I can't give up evocation for nothing) for the official expansion campaigns. They start off slow, but can be very powerful builds. You'll be a lot better off when you play for real, as you'll have better protection around you. I had no pansy ass rogue levels in my build.
The high level spells for wizard are simply amazing. I'd leave off the rogue levels so you can get to those spells earlier.
You mentioned XP for casting spells, are there also material components for casting spells? I have seen some hard-hardcore servers that go with the players handbook and require material components to cast spells. Like a diamond for casting stonesking etc.
Once you get to those multiple missile spells- you can annhilate just about anything.
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ColdWizard
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Sands of Fate I found to be quite good. A while ago I went through the Mines of Twin Summit and found it rather enjoyable. I'm somewhat early into the second part of it but finding it somewhat dull so far (a bit overly hack and slash).
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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About a year ago I have seen an interesting post in the BioWare fora about the "Spellsword" character. It is a wizard with quite some melee abilities. The idea behind this is to be able to melee the trash mobs that block your way to the bosses without having to waste your spells on them and to rest too often, which feels like cheating and can be annoyingly hard in some dungeons.
I can't bring some serious numbers, but the idea is to get yourself to use a good double bladed weapon like a double bladed sword or a dire mace. You'd have so blow some feats on it, but it is doable. If you build a dwarf as pure wizard, you can start with STR 14 (gives your main hand +2 and your off hand +1 extra punch), DEX 15 (+2 AC, required for Ambidexterity), CON 16 (important, as you have not many HPs), INT 16 (since you're a wizard), WIS 8 (unimportant, your will save will be high enough) and CHA 6.
The character was intended to play through the 2 expansions SoU and HoTU, but I could imagine to play the OC with it as well. It's a fun play on lower levels, though I don't know about its epic abilities. It could be quite possible to multiclass to Fighter later.
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Vlad Antlerkov
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Do you have Matt Stairs in your house?
Mar 1999 time: 23:19
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A couple of things:
--Stumbled across the Tomb of Horrors module on NWVault. Naturally, I'd like to assemble a group here to tackle that module. The suggested level range is around 22-30; I think 25th or 26th level would be a good idea.
If we do this, we're going to need a rogue-type char; I'll volunteer to make one. (Specifically, I have a rogue/fighter/WM build in mind. One with 13 dex. ) As for other characters we might need: a (non-melee ) arcane caster, a divine caster (for rezzing and whatnot), and at least one melee char. Post here if you want to join this venture, I can't be the only one geeky enough to be excited about a conversion of Tomb of Horrors into NWN. 
--Neversummer 4 server 1 recently (as in, like an hour ago) capped experience at 25th level (apparently, lots of problems with 40th-level uberchars PKing everyone else...)
--Tying the first two items together: Making a build optimized for level 40 is plenty nice. But what about optimizing it for level 25-30 (i.e. lower epic levels)?
Anyway, here's the proposed rogue/fighter/WM build, or the first 25 levels of it.
Human, alignment any
STR 17, DEX 13, CON 14, INT 14, WIS 8, CHA 8
1) Rogue @1, dodge, expertise, sneak +1d6
2) Fighter @1, wfocus (greatsword)
3) Rogue @2, mobility
4) Fighter @2, spring attack, str+1 (18)
5) Fighter @3
6) Rogue @3, sneak +2d6, whirlwind
7) Fighter @4, wspec (greatsword)
8) WM @1, str+1 (19)
9) WM @2, power attack
10) WM @3
11) Rogue @4
12) WM @4, str+1 (20), cleave
13) WM @5, ki crit
14) Fighter @5
15) Rogue @5, improved crit (greatsword), sneak +3d6
16) WM @6, str+1 (21)
17) Rogue @6
18) WM @7, increased multiplier, great cleave
19) Rogue @7, sneak +4d6
20) Rogue @8, str+1 (22)
21) Rogue @9, epic focus (greatsword), sneak +5d6
22) Fighter @6, epic spec (greatsword)
23) Rogue @10, improved evasion
24) Rogue @11, str+1 (23), overcrit (greatsword), sneak +6d6
25) Rogue @12
Could be changed a lot (bunch the WM levels together, take exotic prof and katana focus, or some other stuff). Too lazy to redo the build for a katana weapon master right now. 
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Snotty
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The server is Vives http://24.141.30.114/vives/Default.aspx
Theres about 300mb of hakpaks you need to download, and a two stage registration you need to fill out if you want to play more than 4 (or is it 10?) hours.
All the chat in game is supposed to be roleplayed in character with any out of character stuff in ((double brackets)) or preferably by private message. I would hope that anyone coming from here would be able to follow the rules, otherwise is it just going to create a lot of work for my DM friends trying to sort it out/ban people etc. I know for some this will be like waving a red flag to a bull, but I suppose I just hope for the best.
My login is Midrow if anyone checks it out.
For MCing out of wizard its all about losing the spells, and breaking your spell power progression. I want about a million of those little misiles when I reach higher levels.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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quote: Originally posted by Jamski
4 levels of fighter will hardly detract from power in the long term. Sure, in the short term they'll not be quite as powerful, but most spells are capped wrt the amount of damage they do, the only notable exception being the über cheesy Issac's spells. Meh. Its worth lagging behind a bit to pick up 3 bonus feats, use all weapons, get an extra attack each round and gain 24 HP. |
You might have overlooked, that the character was designed with the SP campaigns in mind. The OC ends around level 17, SoU around level 13. It is certainly not fun to play a nerfed wizard and then having the game end, when it begins to be fun. By the way, the meager low level spells aren't going to help against the bosses and your low level summoned meatshields would be toast in three hits, too. You end up with a mediocre wizard and a mediocre fighter.
The only exception may be HoTU.
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