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    Colossus in the Playground
     
    Flickerdart's Avatar

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    Mar 2008
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    Default [4E] Zone trickery?

    I've got a 12th level Githyanki Gestalt Wizard//Druid (Hermetic Saboteur//Medani Trueseer PPs, my DM let me take two Wizard ones cause Druid PPs suck). What I'm trying to do is make a guy that does Zones and similar area effects, and then pushes enemies through them/makes them stay inside. The character is here, and I'm almost done: I need two more Paragon feats, two more Heroic feats and my items.

    Now. I'm pretty sure I'm doing something wrong. This doesn't seem like an easy thing to pull off, 4E (especially Gestalt) is confusing and I ran out of room for powers on the sheet so I left off some of the optional Utilities/Dailies I get as a Wizard.

    Help me out, guys. What do I need to add/change in order to not suck? I'd prefer to keep the Ice spells, and maybe add some more of them, as it falls fairly well in line with the fluff that I want, as does poison, thorns and other similar "natural" traps.
    Last edited by Flickerdart; 2009-09-05 at 12:51 PM.
    Quote Originally Posted by Inevitability View Post
    Greater
    \ˈgrā-tər \
    comparative adjective
    1. Describing basically the exact same monster but with twice the RHD.
    Quote Originally Posted by Artanis View Post
    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

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    Kurald Galain's Avatar

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    Jun 2007

    Default Re: [4E] Zone trickery?

    Actually this should be easy: conjuring zones and pushing people in there is a pretty standard 4E wizard build.

    I'd suggest dropping these feats: burning blizzard, expert ritualist, primal instinct, destructive wizardry. None of those are particularly effective. Instead, take things like arcane familiar, second implement, spell focus, war wizardry, jack of all trades, arcane admixture, and resounding thunder. If you care about damage, add dual implement wielder.

    If for your wizard PP you take Spellstorm Mage or Blood Mage, you'd have good synergy with your pushing ability.

    Add gauntlets of the ram and rushing cleats to your equipment, as well as an orb of irresistible force, and a ring of the ram as soon as you can afford it. Each increases pushing distance.
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    Titan in the Playground
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    May 2007

    Default Re: [4E] Zone trickery?

    I didn't think there was a 'gestalt' in 4e. I take it you are basically cribbing from the old version?

    How's it going for you?

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    Gralamin's Avatar

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    Feb 2005

    Default Re: [4E] Zone trickery?

    Quote Originally Posted by Tiki Snakes View Post
    I didn't think there was a 'gestalt' in 4e. I take it you are basically cribbing from the old version?

    How's it going for you?
    Those rules, I guess I should mention, are mine. I've used them in quite a few games and they do seem to work.

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