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Mercy4Hire
2014-03-18, 05:51 PM
Good day all,

I am back into a 4e campaign and and "reviving" my old Avatar of Correlon character. I need some help in optimizing the abilitity to control the battlefield with all sorts of amazing fun.

Currently created and leveled to 2:

Stats:
Str 8
Con 13
Dex 10
Int 18
Wis 16
Char 13

Theme/Background: Order Adept/Arcane Sentinel

Feats: Terrain Advantage and Wizard control? It gives +1 D6 damage on one target if i attack 2 or more with burst/blast and miss all but one.

Powers:
At-Will: Thunderwave and Beguiling Strands
Encounter: Icey Terrain, Adgent Rain
Daily: Sleep and Waterry Sphere/Orb for Ball o' water control.
Utility's: Mystical Debri and Arcane ? for reroll on disliked arcana check.

Sysnopsis: Currently slowly remembering who i was over 1000 years ago as the Last Avatar of Correlon and will eventually Gain my OP back, I just need a little help here and a prod there to point me onto a solid build so i don't go astray and become somewhat useless at higher levels. Currenly a Kalashtar Wizard Arcanist with foucs in Control Wizard.

Kurald Galain
2014-03-18, 06:43 PM
Sure.

Terrain Advantage is good. Wizard Control is not. May I recommend Enlarge Spell? That should be the premier pick of any control wizard. More targets equals more control, hands down.

TWave and BStrands are both excellent spells, but having them both is kind of redundant. Just pick a nice ranged burst for some versatility, such as Freezing Burst or Winged Horde.

Given that intelligence is basically your God Stat, it's worth it to raise it to 19 (because hey, free +1 to hit at level 4) and remove some points from your other stats. You don't generally want all three of con/wis/cha.

And if you want to reroll arcana checks, take the High Imaskar background instead of an utility power; having a combat-based utility is generally better.

Inevitability
2014-03-19, 11:30 AM
Assuming you're using an orb (and about everything seems like it), take orb expertise. Not only will you hit more often, but thunderwave, beguiling strands, and Watery Sphere will all slide/push targets a longer distance.

Mercy4Hire
2014-03-20, 11:12 AM
Indeed, well lucky for me my DM is letting me branch off from the party in SkullPort to venture to the wizards enclave and "retrain" So i will be able to re-ditribute stats and retrain a feat and power.

And most definately for orb expertise.

FYI level 2 wizard and Fighter vs 8 Dryders not a good day...

Mercy4Hire
2014-03-31, 12:50 PM
Okay,

Got word from DM since the characters were already made:

Stats are to remain as they are at:
Str 8
Con 13
Dex 10
Int 18
Wis 16
Char 13

However if I am able to find a Transmutation Specialist I will be able to change my base stats.

The Theme stays the same:
Theme/Background: Order Adept/Arcane Sentinel

Retrained feat at level 3 for Orb Expertise.

Will be retraining the dual Arcana check roll for the Arcane Jump utility.


At-Wills: ThunderWave, Beguiling Strands: able to move things 5 squares now.
Encounters: Argent Rain, Icey Terrain, Rays of Frost
Utilities: Mystical Debris to sync with terrian advantage, Reroll Arcana retrain to Arcane Jump at Level 4
Dailies: Sleep and Watery Sphere.

Item of Note:

Onyx Dog leve l4 Wonderous
Amulet +1
Silt Sandals
Orb of Forceful Magic +1
And a nice special Item: Black Dragon Scale Armor given to me by an Elder Black Dragon that doesn't limit me and Only I can Wear it, Currently evolves with me as I grow in power.