Gold Dragon

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Organized Play Member. 7 posts (8 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.


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Grand Lodge 1/5

I’m generally known as wizard player in my PFS area and I love playing this class. I have 3 different wizards:

Conjuration wizard(teleportation): This is my mobile wizard with wide array of spells, including favored spell Slow. Playing with this character on early levels was all about buying that Magic Missile wand and saving my spells for when those would make most impact. Some scenarios, I had more than half of my spells left unused due to being prepared for stuff that did not happen. Strategic color sprays, pits, Aqueous Orb and Haste allowed our party to Survive pulling practically whole Fangwood keep at one go by accident. One of the best fights I have had. Everyone was so pumped after that fight, it was insane.

Mid-levels this character started using Slow and Haste for party advantage as well as pits for battlefield control. On higher levels he proceeded using transmutation spells to disable individual high priority targets, giving some of his mobility to his team and Slow/Haste were still kings with right group combo.

This character is now retired at level 14 after completing Eyes of the Ten and one of the special scenarios. Most notable thing about this character has been is the fact, he has never died or been unconscious (not counting normal sleep) during his adventures.

Evocation wizard (admixture): Pretty much experiment on volatile wizard with enough oomph to solve situations with force when needed. Playing this one on low levels still started with getting that Wand of Magic Missiles as first thing and using my blasts selectively when those would do most good. Really came on its own on level 5, but was quite effective on low levels as well. This character was well optimized, but not to 100%. The important thing in group play is that you are not the one to solve everything, so keeping up other spells than blasts is needed as well. I remember one scenario where we were maybe halfway through it and one player said he would have to go in 15 minutes, and he would not have time to finish the game and only get partial chronicle. Up to that point I had not used much of my resources at all, so we decided to rush, which allowed me to let loose. I still made sure everyone else got to shine by using Haste on area where enemies were spread out. If you have optimized character make sure you do not own all the action, let others shine as well. This character is currently on level 8.

Diviner Wizard (foresight): I wanted to make a controller wizard for lower levels and save or suck one of the higher levels. In order to make the control or save/suck most effective I wanted to go first and win the initiative. Since I picked up Necromancy as my focus school, this wizard was the least effective at low levels, but very helpful with knowledge skills and gathering tools. Once again magic missile wand and selective use of spells was the key for lower levels. This wizard is now hitting the mid-level range and is really investigator type trying to learn about the world (backstory related). Very helpful character for the party at the moment. She is on level 6.

Other: When I build a wizard I try to balance offense with defense and always try to have some party friendly spells available. I do not normally pick up my spells until I know what party composition is and leave few slots open to modify based on information we manage gather before mission really begins. Sometimes you will end up guessing wrong and will have some not so useful spells, but for the most part having right spells selected makes the game run smooth. Always try to let others on the table have their moments. You do not have to solve every problem with magic.

Grand Lodge

For Fighter I would pick wand of Protection from Evil right after getting the CLW wand. Obviously I would hand this wand to someone in the party with instruction of zapping me with it if they think I might get dominated or after I start acting all weird.

Grand Lodge 1/5

David Bowles wrote:
Demons and devils just outright suck out loud for blaster types.

I took that as a challenge for my season 5 wizard (Evocation: Admixture). Since I decided to play all season 5 scenarios with same character (aside from Siege of the Diamond City) I have to make sure I do enough damage so that it being reduced by 10 is not going to be a problem. I also try to tackle SR issues with blasting.

It might not be the most optimal choice but after playing a "god" wizard some instant gratification can be fun.

Grand Lodge 1/5

I’m thinking on playing all Year of the Demon scenarios on a single character. To pull that off I probably have to backload most of the playing. I’m wondering on how this season breaks down on number of scenarios and their levels. I also assume there is at least 1 additional storyline in addition to Demon focused one. I definitely want to play the main storyline in order. Ideally I would end up at 33 XP after the season finale. I will probably have to play few extra scenarios to make that goal since I’m not sure there will be that many scenarios available.

Anyone have any idea they could share for expected number of scenarios and their levels?

Grand Lodge 1/5

Paz wrote:
In many cases you could use a tier-appropriate pregen and assign the credit to a new/lower level PC.

I have been thinking of that, better yet, will make 2 more chars that I will try to maintain within 2 levels of each other so I would have level appropiate character available. I usually dislike playing pregens. I have done it few times, but sometimes I really wonder the choices pregens have. See Harsk at level 12 for example.

Right now I'm trying to level up in order to play hard mode Waking rune at level 10. Character has been already badly screwed by playing down, about 6-7k below expected gold at level 7.2

Grand Lodge 1/5

I have a related question having been on a same boat of playing down due to generally lower level at the table.

How does everyone deal with a situation where you would have to end up playing down? are you just not playing even if it means there are no other games you could play?

Grand Lodge

If I have cast Ball Lightning on my last round and then later end up using Emergency Force Sphere. Next round can I move the Ball Lightning while I'm inside the sphere and lightning balls are outside of it?