kaffalidjmah
2014-12-02, 08:26 PM
Yo guys, i wanna ask you an advice/your personal opinion on specialist wizard
I want to create a new wizard, i played lot of them and here is my opinion on the various kind of specialist and the role in the party. Fell free to say "you're wrong" or anything. Also, i usually play pure wizard, from 1 to 20, using maybe prc with full progression
-Abjurer: the party shield. You can create some strange kind of defense with him, that almost no one can dominate your barbarian, or nearly no one can steal something to you. Bannes school: usually illusion and enchantment. They gave me ability i don't really need, or i am wrong? If you can protect well the party there is no need to create illusion or dominate people.
-divination: there is something strange for being a diviner, i created an agoraphobic wizard with mental problem. I scryed all time from a tower when my party go out for adventure, it was a strange pg but was funny :). Ban school: necromancy, if i spy around i don't need horde of undead at my command
-evocation: blast and repeat. This is how i played this class, and it work. Then i added some conjuration and started the serious stuff. Ban school: usually i pick enchantment (if i kill him in an explosion is sub efficent to gain control over him) and the second school...i tried various mix and match but i didn't find a viable combo of banned school. Need help here.
-conjuration: "hello, i'm Isaac and i Control the battlefield". Am i right or am i wrong? The conjurer can just choose who can continue the fight and who can't, and the teleportation spell are just the cherry on the cake. Ban school: illusion, because i usually have just so much control over the battlefield that is enough, and usually necro because i already summon random creature to do the mess.
Illusion: gnome illusionist, master of shadow art, i don't have to say anything else right? Ban school: often evocation, whit the grater shade you have a lot of blastomancy, always necro
Enchantment: well, i don't used many enchanter, because i don't like to enthrall someone, i just want to blow them up, but other time is just funny. Ban school: not enough trained for a respectable choice here.
Necromancer: prepare to die, than be raised and die again, then i'll use your remain to create a huge badass golem. Seriously, is one of the most powerful buddies you can ever found,it just need a bit of time to prepare. Ban school enchantment and evocation.
Trasmuter: the buffer. You can made your whole party immune to a breath weapon, grant damage reduction, other stuff. Comboed with conjure is so hard talk. Ban school: necro and ench, or necro and illusion, it depend on what i have in mind.
guys, your turn
I want to create a new wizard, i played lot of them and here is my opinion on the various kind of specialist and the role in the party. Fell free to say "you're wrong" or anything. Also, i usually play pure wizard, from 1 to 20, using maybe prc with full progression
-Abjurer: the party shield. You can create some strange kind of defense with him, that almost no one can dominate your barbarian, or nearly no one can steal something to you. Bannes school: usually illusion and enchantment. They gave me ability i don't really need, or i am wrong? If you can protect well the party there is no need to create illusion or dominate people.
-divination: there is something strange for being a diviner, i created an agoraphobic wizard with mental problem. I scryed all time from a tower when my party go out for adventure, it was a strange pg but was funny :). Ban school: necromancy, if i spy around i don't need horde of undead at my command
-evocation: blast and repeat. This is how i played this class, and it work. Then i added some conjuration and started the serious stuff. Ban school: usually i pick enchantment (if i kill him in an explosion is sub efficent to gain control over him) and the second school...i tried various mix and match but i didn't find a viable combo of banned school. Need help here.
-conjuration: "hello, i'm Isaac and i Control the battlefield". Am i right or am i wrong? The conjurer can just choose who can continue the fight and who can't, and the teleportation spell are just the cherry on the cake. Ban school: illusion, because i usually have just so much control over the battlefield that is enough, and usually necro because i already summon random creature to do the mess.
Illusion: gnome illusionist, master of shadow art, i don't have to say anything else right? Ban school: often evocation, whit the grater shade you have a lot of blastomancy, always necro
Enchantment: well, i don't used many enchanter, because i don't like to enthrall someone, i just want to blow them up, but other time is just funny. Ban school: not enough trained for a respectable choice here.
Necromancer: prepare to die, than be raised and die again, then i'll use your remain to create a huge badass golem. Seriously, is one of the most powerful buddies you can ever found,it just need a bit of time to prepare. Ban school enchantment and evocation.
Trasmuter: the buffer. You can made your whole party immune to a breath weapon, grant damage reduction, other stuff. Comboed with conjure is so hard talk. Ban school: necro and ench, or necro and illusion, it depend on what i have in mind.
guys, your turn