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fulong
2013-05-11, 03:53 AM
So I am going to start out as level 1. How does one optimize a wizard in pathfinder? also, all of PF source is open.

Keneth
2013-05-11, 04:04 AM
By reading the wizard guide. But basically start by getting a high Int score, make a specialist and take a good school (foresight or conjuration are cool), invest in a familiar so you can take improved familiar later (possibly making sure you have Cha 13 so you can take Evolved Familiar if need be), pick an awesome race (like human), select the right spells and you're more or less good to go. You're also gonna have a gazillion skills and feats you won't know where to invest (arcane discoveries are usually better if available), but usually depend more on the party.

avr
2013-05-11, 04:18 AM
By having an idea what you want to do and going for it. Blasting, battlefield control and gish-type wizards are optimised in somewhat different ways, to say nothing of odd cases like summoning-focused wizards, RP/social types, etc.

That's not saying a gish can't do battlefield control, but if you're optimising then to some extent you are focusing on one skillset over another.

Keneth
2013-05-11, 06:14 AM
There's no such thing as a "blasting wizard", what have you been smoking? :smallbiggrin:

And gish builds are also kinda redundant since magi were introduced. Eldritch knights are boring as all hell compared them (even with a wizard's spell progression).

marcielle
2013-05-11, 08:24 AM
Quick and dirty:
Pump Int high as you can, try not to lose Con, forget Str, Wis and Cha and maybe Dex
Specialise. Pick one thing to be best at and one thing to ignore(usually Evoc).
Don't be a generalist. Srsly, no.
Direct damage is (usually) inefficient. Get spells that overcome obstacles(Shatter, teleports, scryings)/ hinder enemies(Grease, fogs, debuffs). Buffing is done better by divine magic but you can do it too. 'Orb of X' spells are ok.
Spells that ask for Fortitude saves will fail more often than Reflex, which fail more often than Will. Spells that do not allow saves are da bomb.
Ravens and any other familiars who can use a wand are way helpful.
Summoning is REALLY flexible: Combat, meatshield, trap tripping, flanking, distractions... And that's before you count the summon's special abilities. Things start to get awesome around SMIII.
Discoveries are awesomer than feats.
Information is power: If you can get info on what you are going to face you can choose/research spells to utterly obliterate them. Abuse this every chance you get.
Also, remember to research and copy any and all scrolls your party comes across.
It is helpful, but not entirely essential to your success, to learn the proper applications of metamagic.
Crafting is way better and simpler than before. Awesome in games with a lot of in story downtime, dungeoncrawls, not as much.

Keneth
2013-05-11, 10:18 AM
Spells that ask for Fortitude saves will fail more often than Reflex, which fail more often than Will.

Why does everyone keep saying that? Spells that target Will saves will clearly fail far more often than those that target Reflex saves. Not only are there tons of creatures who are flat out immune to effects that target the Will save, but Will saves will on average get higher than Reflex saves as you approach higher CRs. If you're gonna target a specific save, Reflex is the way to go. :smallconfused:

Also, as a side note, there's no orb spells in Pathfinder (thankfully).

Matticussama
2013-05-11, 10:59 AM
If you're gonna target a specific save, Reflex is the way to go. :smallconfused:

The problem with this is Evasion; if you focus too much on spells that offer Reflex saves, you'll be screwed over by enemies with high Reflex + Evasion since they can just ignore your spells. Most of the time this isn't too much of a problem, since enemies with evasion tend to be squishy and your beatsticks can take care of them. Still, it is something to keep in mind.

angry_bear
2013-05-11, 11:28 AM
As far as which saves to target against an enemy; you're always best to chain them together. Mass hold person or a sleep spell means that your enemies probably won't be making their evasion save against that quickened fireball you follow it up with. It's more about knowing which save your opponents will be good at, and how to circumvent it.

Keneth
2013-05-11, 11:48 AM
The problem with this is Evasion; if you focus too much on spells that offer Reflex saves, you'll be screwed over by enemies with high Reflex + Evasion since they can just ignore your spells. Most of the time this isn't too much of a problem, since enemies with evasion tend to be squishy and your beatsticks can take care of them. Still, it is something to keep in mind.

Enemies with evasion are exceedingly more rare than enemies immune to mind-affecting spells. YMMV, of course, but rogues and monks should be a distinct minority, and when they do show up, there's clearly easier ways to dispose of them. Obviously focusing your entire repertoire on one save is silly, but if you have to pick one, Reflex is usually the best choice by far.