Wizardly Questions
Posted: Tue Jan 24, 2017 5:22 am
So I was looking over a few of my old characters and I kind of want to bring my frostmage back. The build was a rather simple blaster setup, with archmage and arcane scholar alongside a hopeful improved critical ranged touch attack. The epic levels were planned to fit every epic spell I could fit.
That said, there's a reason my wizard, as much as I love the character, isn't currently active. It's the same reason I never found a working warlock build that I enjoyed. I still like the idea of the build, but I also want my wizard to be a bit more than a warlock with extra utility.
The first thing I have to figure out is what school of magic to focus on. When I first made the character, which wasn't long before her first RCR, I had her as a transmuter. The idea was great, the RP was great, and even after I turned her into a generalist I kept it as part of her backstory, but I found it a bit lacking in those early spell levels when all I wanted was to blow things up with cold spells. Conjuration has a lot of power in the first half of the spellbook, and at the time I wasn't really willing to part with it, even though I wanted to.
So my first question is this; once I learn how to properly play wizard how much of a handicap is having conjuration as a prohibited school? Is it even noticeable? Is it the kind of thing that only takes a determined mindset to make work? Is it a nice idea, but one that will leave me mechanically stunted?
My next question has to do with counterspelling. Is this something worth focusing on? It feels like the kind of thing that requires a lot of practice, and if done improperly can even be a complete detriment. If it's worth my time it does interest me for it's RP value, but I'm neither sure it would be that useful nor sure I'd be able to pull it off.
Next has to deal with Archmage, Frostmage, and Arcane Scholar. Arcane Scholar was in my old build pretty much only for the mechanical benefit. For a blaster wizard being able to empower polar ray seemed like a fantastic idea, particularly with that hopeful improved critical feat. That said it was three levels and a feat dedicated to a single spell that was pretty much for a single playstyle. It's definitely powerful, but without it I can do other things like the as-to-be-mentioned automatic silent/still 0-9 idea for my epic feats.
Archmage, on the other hand, has me in a weird position. I love the power of it, but whenever I test it on JEGs it feels like I'm a bit squeezed for spell slots. Learning what spells I need is part of the process I have yet to fully complete, but between buffs, the possibility of not having summons, the need to be able to kill things, and all the utility spells I want to learn, it feels like I won't have enough spell slots even before I sacrifice a few to the Archmage abilities. I know I'll learn and work out the problem, but it does have me a bit concerned.
Finally what on Earth I should do with my epic feat slots? The way I see it I have four options. I can either go with my original plan and fill them with a bunch of epic spells, I can work my shenanigans and take automatic silent/still 0-9, I can work epic counterspell into the epic spell idea, or I can recognize that I have no idea what I'm doing and ask for help.
I like the idea of having a bunch of epic spells as a hidden reserve of arcane power, for when I need it most, and when I need it I can loose it in a frightening display. I also love the idea of not needing to speak or move to cast spells (even though the animations still play). The RP for that could be pretty fantastic. There are, however, other epic feats I'm ignoring, and I don't know if they would be more useful overall than the flavor or power these two ideas could bring to my character.
To sum all of my questions up:
Is prohibiting conjuration a bad idea for a novice wizard player?
Is counterspelling useful enough to dedicate a fair portion of a build to, including an epic feat?
How hard is counterspelling to learn/master?
What's the best playstyle to match the mechanical benefits given by Arcane Scholar?
Does Archmage feel restrictive on spell slots once you learn to effectively play wizard?
Are the auto silent/still feats worth considering when they take up 6 epic feat slots total?
Is it a bad idea to fill epic feat slots with epic spells only?
Is having six epic spells powerful enough to avoid considering taking all auto silent/still feats? If so would a mix be better, or are epic spells simply strong enough to completely overshadow them mechanically?
Is there any other question I should be asking here?
I'd like to stress that I'm more than willing to take something for it's flavor, even if it is the mechanically inferior choice, just so long as I fully understand what my choice means for me. Any and all assistance here is welcome, so please don't shy away from saying one of my ideas is a bad idea, that won't necessarily deter me from it.
That said, there's a reason my wizard, as much as I love the character, isn't currently active. It's the same reason I never found a working warlock build that I enjoyed. I still like the idea of the build, but I also want my wizard to be a bit more than a warlock with extra utility.
The first thing I have to figure out is what school of magic to focus on. When I first made the character, which wasn't long before her first RCR, I had her as a transmuter. The idea was great, the RP was great, and even after I turned her into a generalist I kept it as part of her backstory, but I found it a bit lacking in those early spell levels when all I wanted was to blow things up with cold spells. Conjuration has a lot of power in the first half of the spellbook, and at the time I wasn't really willing to part with it, even though I wanted to.
So my first question is this; once I learn how to properly play wizard how much of a handicap is having conjuration as a prohibited school? Is it even noticeable? Is it the kind of thing that only takes a determined mindset to make work? Is it a nice idea, but one that will leave me mechanically stunted?
My next question has to do with counterspelling. Is this something worth focusing on? It feels like the kind of thing that requires a lot of practice, and if done improperly can even be a complete detriment. If it's worth my time it does interest me for it's RP value, but I'm neither sure it would be that useful nor sure I'd be able to pull it off.
Next has to deal with Archmage, Frostmage, and Arcane Scholar. Arcane Scholar was in my old build pretty much only for the mechanical benefit. For a blaster wizard being able to empower polar ray seemed like a fantastic idea, particularly with that hopeful improved critical feat. That said it was three levels and a feat dedicated to a single spell that was pretty much for a single playstyle. It's definitely powerful, but without it I can do other things like the as-to-be-mentioned automatic silent/still 0-9 idea for my epic feats.
Archmage, on the other hand, has me in a weird position. I love the power of it, but whenever I test it on JEGs it feels like I'm a bit squeezed for spell slots. Learning what spells I need is part of the process I have yet to fully complete, but between buffs, the possibility of not having summons, the need to be able to kill things, and all the utility spells I want to learn, it feels like I won't have enough spell slots even before I sacrifice a few to the Archmage abilities. I know I'll learn and work out the problem, but it does have me a bit concerned.
Finally what on Earth I should do with my epic feat slots? The way I see it I have four options. I can either go with my original plan and fill them with a bunch of epic spells, I can work my shenanigans and take automatic silent/still 0-9, I can work epic counterspell into the epic spell idea, or I can recognize that I have no idea what I'm doing and ask for help.
I like the idea of having a bunch of epic spells as a hidden reserve of arcane power, for when I need it most, and when I need it I can loose it in a frightening display. I also love the idea of not needing to speak or move to cast spells (even though the animations still play). The RP for that could be pretty fantastic. There are, however, other epic feats I'm ignoring, and I don't know if they would be more useful overall than the flavor or power these two ideas could bring to my character.
To sum all of my questions up:
Does Archmage feel restrictive on spell slots once you learn to effectively play wizard?
Is there any other question I should be asking here?
I'd like to stress that I'm more than willing to take something for it's flavor, even if it is the mechanically inferior choice, just so long as I fully understand what my choice means for me. Any and all assistance here is welcome, so please don't shy away from saying one of my ideas is a bad idea, that won't necessarily deter me from it.