Int wizard (1st chapter spoilers)
Posted: Fri Nov 10, 2006 5:37 am
There have been a few threads about builds already, but I didn't want to hijack any. It's been suggested that wizards shouldn't focus solely on intelligence and need to invest points in dex and con. Well I just figured, if they come after me I'll just freeze them or something. So I went ahead and created a sun elf wizard and majored in Evocation. I'm at level 5 now and, plus items, I have about 23 int. Though it is true I can't take too many hits, so far I'm still completely ravaging every dungeon.
I just ran through the bandit camp, which is sort of the first real challenge in the game due to the many enemies that attack you from all directions. For the first part where you invade the camp I didn't even use my party members. During the second part when you release the hostages I used my party members mainly to draw arrows away from my wizard. Although I did made them attack a few archers, my wizard still killed all of them before they had a chance to do them in themselves. The bandit house was just slightly harder, but still easy compared to doing it with any other character I have played so far.
The thing is, so far I have taken a paralyzing spell in each spell level to make sure that I had myself covered incase someone did manage to get close to me. I haven't had to use any of them yet. In fact, the electric loop spell does a fairly good job at dealing area damage AND stunning too, so I have been using that one instead.
I guess this kind of build isn't possible if you play the tabletop and that is likely why it has been discouraged. It's all about tactics now, getting everyone in position so my wizard can fire away safely. I bought a robe (forgot the name) in fort locke that adds 7+ concentration, so once he gets started there really isn't any stopping him.
I just ran through the bandit camp, which is sort of the first real challenge in the game due to the many enemies that attack you from all directions. For the first part where you invade the camp I didn't even use my party members. During the second part when you release the hostages I used my party members mainly to draw arrows away from my wizard. Although I did made them attack a few archers, my wizard still killed all of them before they had a chance to do them in themselves. The bandit house was just slightly harder, but still easy compared to doing it with any other character I have played so far.
The thing is, so far I have taken a paralyzing spell in each spell level to make sure that I had myself covered incase someone did manage to get close to me. I haven't had to use any of them yet. In fact, the electric loop spell does a fairly good job at dealing area damage AND stunning too, so I have been using that one instead.
I guess this kind of build isn't possible if you play the tabletop and that is likely why it has been discouraged. It's all about tactics now, getting everyone in position so my wizard can fire away safely. I bought a robe (forgot the name) in fort locke that adds 7+ concentration, so once he gets started there really isn't any stopping him.