Thursday, October 15, 2009

wizard/bloodmage build

First you obtain uranium-238 and then....
gotten from wotc forums. posted by Xantos000.
_______________________________

http://community.wizards.com/go/thread/view/75882/19641590/How_to_Build_A_Nuclear_Bomb
_______________________________

First you obtain uranium-238 and then....

Just kidding. This build focuses on the all around killer wizard. His goal is to have huge damage spells that hit tons of people, produce lingering and highly debiliating effects (radiation) and do all this from near invincibility (AKA flying like a plane).

He really becomes a nuke at level 25, and then can do it multiple times a day at level 26, but he's still extremely effective once he's in paragon. NOTE: All wizards are weak during heroic. The basic goal is to try and keep him alive and kicking.

Eladrin is perfect for him because he is a wand mage (secondary orb mage), although elf is good as well. He need's a fully buffed int, and nearly fully buffed dex, and a decent wis, so unfortunatly, he suffers a bit from MADness.

Although the entire build is called the Nuke, my sample nuke will be called God-Killer, as he does everything a God does and then can actually damage them.

Thanks to TreantMonkLevel20 for the guide to Wizards because it was through his guide that I learned that Bolstering Blood pulses every time a creature moves with Blood Pulse up. Thanks also to Subedei who really got me thinking about how awesome Wizards really are.

Edit: As has been pointed out to me on the second page, the Bigby's Icy Hand trick does not work.

[sblock=Races]
Out of ****
Elf (****): +2 to Dex and Wis, two of the key abilities for this build. Wish it had a +2 to Int, but it's racial more than makes up for it.
Eladrin(****): +2 to Int and Dex, the two MOST vital abilities for this build. I think it's slightly better than Elf, but just slightly. The bonus skill is also great, as we will be saving a feat on either Stealth or Perception. I will be using the Eladrin for my build.
Githanki(***): +2 to Int is great, as is +2 to Con. Unfortunatly, we aren't going the staff route, so this is slightly wasted. Racial is decent as well.
Human(***): Humans gain an extra at will, and a +2 to Int. Not as good as Eladrin or Elf for this build.
Tiefling(***)- Bonus to Int and Hellfire Blood is awesome. No as good as Eladrin or Elf
[/sblock]
[sblock=Level One]
God-Killer, Level 1 Eladrin Wand Wizard
Str: 8
Dex: 18 (16+2)
Con: 10
Int: 18 (16+2)
Wis: 12
Cha: 12

Skills:
Whatever 3 you want from Class List
Arcana (Required)
Stealth (From Eladrin Training)

Feat:
Toughness

At Will: (Difficult Choices....)
Illusionary Terrain
Scorching Burst (Switching to Thunderwave at 11)

Encounter: Force Orb (As much as I hate to say this, damage is your primary concern at this level. Your debuffs are weak, so this or burning hands is best for you.)

Daily: Flaming Sphere (Add Sleep to your spellbook. Sleep is great, but we don't have Orb mastery yet :()
[/sblock]
[sblock=Levelling to 10]
Level 2:
Feat: Armor Prof (Leather)
Util: Shield

Level 3:
Encounter: Freezing Rays

Level 4:
+1 to Int/Dex
Feat: Skill Focus(Stealth)

Level 5:
Daily: Bigby's Icy Grasp (add Web)

Level 6:
Util: Levitate (Hurray! Your first "fly" spell)
Feat: Skill Training (Perception)

Level 7:
Encounter: Winter's Wrath

Level 8:
+1 to Int/Dex
Feat: Alertness

Level 9:
Daily: Wall of Fire (Add Ice Storm)

Level 10:
Util: Blur
Feat: Improved Init
[/sblock]
[sblock=Level 11]
God-Killer Level 11 Wand Wizard/Blood Mage
Str: 9
Dex: 21
Con: 11
Int: 21
Wis: 13
Cha: 13

Vital Skills at:
Stealth at +18
Perception at +13

Feats:
Toughness, Improved Init, Skill Focus(Stealth), Skill Training (Perception), Arcane Reach (replaces Alertness), Armor Prof (Leather), Resounding Thunder

At Will:
Illusionary Terrain
Thunderwave

Encounter: Blood Pulse, Force Orb, Freezing Rays, Winter's Wrath
Util: Shield, Levitate, Blur
Daily: Bigby's Icy Fist, Flaming Sphere, Wall of Fire

This is the level you start getting really good. Here's some ideas:
Blood Pulse (with Bolstering Blood), AP, Thunderwave--> Next turn Thunderwave.

Or Icy Grasp, AP, Blood Pulse(with BB), Move Hand 6--> Move hand 6, Move Hand 6
Each square your enemy leaves deals him d6+2d10(But same value every time). That means that each move 6 deals on average 14.5*6=87 damage.
[/sblock]
[sblock=Levelling to 20]
Level 12:
Util: Soul Burn
Feat: Spell Focus

Level 13:
Encounter: Replace Force Orb with Thunderlance

Level 14:
+1 to Dex/Int
Feat: Danger Sense

Level 15:
Daily: Replace Flaming Sphere with Bigby's Grasping Hands(add Wall of Ice to spellbook though)

Level 16:
Util: Displacement
Feat: Seize the Moment

Level 17:
Replace Icy Rays with Ice Tomb

Level 18:
+1 to Str/Dex
Feat: Great Fort

Level 19:
Replace Wall of Fire with Evard's Black Tentacles

Level 20:
Daily: Gain Destructive Salutation
Feat: Pact Initiate
[/sblock]
[sblock=Level 21]
God-Killer Level 21 Wand Wizard/Blood Mage/Demigod
Str: 10
Dex: 24
Con: 14
Int: 26
Wis: 14
Cha: 14

Vital Skills at:
Stealth at +25
Perception at +17

Feats:
Toughness, Improved Init, Skill Focus(Stealth), Skill Training (Perception), Arcane Reach, Armor Prof (Leather), Resounding Thunder, Spell Focus, Danger Sense, Seize the Moment, Great Fort, Pact Initiate, Spell Accuracy

At Will:
Illusionary Terrain
Thunderwave

Encounter: Blood Pulse, Winter's Wrath, Thunderlance, Ice Tomb
Util: Shield, Levitate, Blur, Soul Hunger, Displacement
Daily: Bigby's Icy Fist, Bigby's Grasping Hands, Evard's Black Tentacles, Destructive Salutation

At this level, your big short range nuclear Bomb is Thunderlance. It hits a 6x6 area up to 2 squares away, and assuming you have Blood Pulse up, deals, 4d6+Int+4(2d10+1d6), average damage 80.

Bigby's Graping Hands hits two people, and if you have blood pulse up, you can deal 2d10+7 when you grab them, and then move them up to 20 squares to slam into each other. Even if they're only 6 squares away, they each move 6. Assuming a distance of 10, you can deal 2d10+7+10(1d6+2d10). Average damage 163.

Bigby's Icy hand is easier to use. Again average damage is 87 per 6 squares. You can move him up to twice per turn (3 times with an AP)(And 3 times with an easy to get and inexpensive, encounter use item).
[/sblock]
[sblock=Levelling to 29]
Level 22:
Util: Timestop (or Mass Fly if you're the only person in your group with the ability to get it)
Feat: Arcane Mastery

Level 23:
Encounter: These powers are a little... meh. Replace Winter's Wrath with Acid Storm

Level 24:
+1 to Int/Con
Feat: Acolyte Power(Replace Acid Storm with Spiteful Darts)

Level 25:
Daily: HERE IT IS! Elemental maw! Decimate everything within Burst 2 once per day! (2 times if you burn an action point) Replace Bigby's Grasping Hands (unless you can house rule it to allow you to move the hands 6 squares like Icy Grasp) with Elemental Maw.

Level 26:
Util: Divine Regen
Feat: Second Implement (Staff)
*Note* This level is where it gets insane. Get Solitaire (Violet), and burn the AP to get your Daily back every encounter.

Level 27:
Encounter: Replace Ice Tomb with Confusion

Level 28:
Feat: Combat Anticipation
+1 to Int/Con

Level 29:
Daily: Replace with Evard's Black Tentacles with Legion's Hold
[/sblock]
[sblock=Final Stats]
God-Killer Level 30 Wand Wizard/Blood Mage/Demigod
Str: 10
Dex: 24
Con: 16
Int: 28
Wis: 14
Cha: 14

Vital Skills at:
Stealth at +30
Perception at +22

Feats:
Toughness, Improved Init, Skill Focus(Stealth), Skill Training (Perception), Arcane Reach, Armor Prof (Leather), Resounding Thunder, Spell Focus, Danger Sense, Seize the Moment, Great Fort, Pact Initiate, Spell Accuracy, Arcane Mastery, Acolyte Power, Combat Anticipation, Second Implement (Staff), Lightning Reflexes

At Will:
Illusionary Terrain
Thunderwave

Encounter: Blood Pulse, Spiteful Darts, Thunderlance, Confusion
Util: Shield, Levitate, Blur, Soul Hunger, Displacement, Time Stop, Divine Regeneration
Daily: Bigby's Icy Fist, Elemental Maw, Legion's Hold, Destructive Salutation

Elemental Maw is the nuke here: once they get caught in the "eye", teleport them 20 squares up, dealing 9d6+9+10d10 (from falling)+20(d6+2d10). Average damage 385.5 to all within burst 2 (without any items).

Bigby's Icy hand is your solo killer. While in the hand he can't do anything, and it's quite easy to cast Bigby's Icy Hand--> next round, Blood Pulse, Move 6, Time Stop, Move 6, Move 6, Burn AP gain Time Stop back, Move 6, Move 6, Use belt with Extra Move action, Move 6. 522 damage in 1 turn. Now, assuming your Ref is sky high like Gkers is, you'll probably hold him for a while. Next turn, Move 6, Move 6. Next Turn (soul hunger if you aren't 30 yet), Blood Pulse, Move 6. Next turn Move 6, Move 6. Over those turns, the monster is totally helpless, and you delt 957 damage. You can go on for a while like this if you're demigod. And if the monster DOES hit you, use displacement.

[/sblock]


The Equipment Guide and Updates and Final Number Crunch are below Subedei's Post

No comments: