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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.
