ZZTRaider |
I have a level 12 Diviner Wizard that may soon begin gaining Mythic Tiers.
I've mostly focused on the traditional "god wizard" style of buffs and battlefield control, with a little bit AoE blasting to fill a gap in the group. I've also served as the party's magic item crafter. I haven't done much summoning as of yet, but that's a direction I want to start heading.
I'm currently looking at the following Mythic Feats and Path Abilities:
Mythic Feats
1) Mythic Spell Lore
3) Extra Path Ability: Divine Source 1 (Good, Knowledge)
5) Mythic Crafter
7) Mythic Spell Lore
9) Toughness
Path Abilities
Wild Arcana
1) Crafting Mastery
2) Flash of Omniscience
3) Speedy Summons
4) Mirror Dodge
5) Arcane Metamastery 1
6) Channel Power
7) Divine Source 2 (Protection, Arcane, Fate)
8) Arcane Metamastery 2
9) Arcane Metamastery 3
10) Arcane Metamastery 4
Divine Source is primarily a flavor thing that fits the story. I'm somewhat flexible on when I take those, but I definitely intend to take them, even if it's not optimal.
Similarly, Flash of Omniscience is primarily about flavor, though I'm considering Display of Intelligence instead. The latter seems to be a larger, more versatile bonus, but eats into my available Mythic Power.
I'm also pondering finding a way to work in Dual Path (Hierophant) to gain access to Mighty Summons and Enduring Blessing. If I'm reading those right, neither is limited to divine spells. I'm worried about the opportunity cost, though; I'm not sure if it's worth it.
Anyone with some experience with Mythic play have any advice or suggestions? Thanks!
Fruian Thistlefoot |
I will HIGHLY recommend Mythic Improved Initiative. I played a God wizard in WotR and if I spent a mythic surge on Initiative checks I got a 48 initiative. Not much can beat that and a God Wizard going first just wrecks so much havoc. I use to go first and Mythic Time stop and Laugh as I just won the fight.
Now on my Wizard I went with Arcane Surge + Rapid Preparation. Wild Arcana is Strong and typically has the power gamers Drooling. I prefer having free quicken spell on any spell level I want. If I desperately need a spell I would spend 1 extra mythic surge and have it. Not to mention the other abilities of non mythic targets rolling saves twice and taking worst result. There is not a way in hell they got out of my spells.
Mythic Spell Lore will help you conserve your Mythic Surges. Since casting some Spells costs lots of Mythic you can cast a Potent + Resilient Mythic Augmented Black Tenticles for just 1 of your Mythic Spell Lore and save 5 Mythic power. It really does help when casting expensive magic.
The rest seems fine. You really can screw things up too bad unless you where taking mythic Hexs or something not class related.
Fruian Thistlefoot |
Mythic Spell Lore will help you conserve your Mythic Surges. Since casting some Spells costs lots of Mythic you can cast a Potent + Resilient Mythic Augmented Black Tenticles for just 1 of your Mythic Spell Lore and save 5 Mythic power. It really does help when casting expensive magic.
Replace Mythic Spell Lore with Mythic Spellpower in above statement.
Corlindale |
I play a Tier 4 Archmage right now in WotR. It's a Dragon Disciple gish build, though, but I can still try to give some general advice about the Path.
Wild Arcana has been VERY useful - even though our game is Core + Mythic only it has still given me some incredible versatility for dealing with the unexpected. I do see Fruian's argument for Arcane Surge, though, especially if combined with Rapid Preparation.
Even though Enduring BLessing is pretty awesome I'd probably advise against Dual-pathing into Hierophant. Path abilities are incredibly precious and you need to spend several on Enduring Blessing to really make it worthwhile.
Mythic spells are very useful and Mythic Spell lore might well be worth taking more than once. I've gotten very good mileage from Mythic Heroism (allround versatile buff, especially for your martial guys) and Mythic Magic Missile (AKA "I do damage. Period." - it even bypasses immunity to magic when augmented!) in particular. I don't have much experience with level 4+ mythic spells since we're still mid-level.
I don't know which type of Diviner you are, but if you have powerful school powers that are activated with a standard action Coupled Arcana + Wild Arcana can be a really nice combo for messing with action-economy. One of my own Archmage's signature moves is to combine spellcasting with his dragon breath power, for example. I imagine it would also be handy to cast a spell and activate a Diviner-aura with the same action.
ZZTRaider |
I'm just a standard Diviner. My DM prefers to stick to the Core Rulebook only, but adding in Mythic makes a lot of sense with the way the story has gone. So, my only school power that I'd be able to work in would be Diviner's Fortune (touch someone to grant them half my level as a bonus to attack rolls, skill checks, ability checks, and saves for 1 round). Possibly worth it; I haven't used it much, primarily because of action economy issues. It is a SLA though, so I could potentially take Quicken SLA instead for much the same effect.
I did consider Mythic Improved Initiative... Does it help that much? At level 12, I currently have a +17 to initiative, and when I hit level 20, I'll automatically roll a natural 20 anyway. I can see the benefit of being able to force it between now and then, but I'm a bit afraid that it will end up feeling like a waste. There's also the issue that I'm not sure where I'd fit it in... Either I get it very late, or I delay getting Mythic Spell Lore or Mythic Crafter.
Does anyone have experience with Arcane Metamastery? I like the idea of potentially Quickening all of my spells for a minute, but now I'm wondering if it'd be more effective to only take it twice and focus on using it for Extend and Empower.
Gregory Connolly |
Improved Initiative (Mythic) is only important if you have to fight other speedy types, in which case it is mandatory, otherwise skip it.
Display of Intelligence is really good and really underrated. A +20 bonus on spellcraft checks to craft is easily worth 1 mythic power/day and for those knowledge checks where it would go much better if you succeeded the price is right also. I would take this instead of Flash of Omniscience, but having both could be really cool too.
I'm not sold on all the Arcane Metamastery picks either. I think you could do more with Divine Source and Divine Knowledge. It isn't that Arcane Metamastery is bad, it is really good, it is that with proper preparation by the time you get it it is not doing what it needs to do. If you focused on it and had it 4 times by MT5 it would be awesome to throw out quickened this and that at level 9 or 10. But going mythic late, you will already have the slots to throw out quickened this and that by the time you can do it with Arcane Metamastery. I think it is much more useful to cherry pick hour/level buffs off other spell lists that late in the game.
Gregory Connolly |
Before 6th tier (at which point you can augment it), a mythic fireball still has to deal with resistance and immunity.
You are right, I'm really having trouble with the Mythic Tiers not lining up with the levels. I'm so used to figuring 1 MT for every 2 levels I just assumed his 12th level Wizard could throw it augmented.
ZZTRaider |
The character build is pretty standard, I think, with the exception that I have extra feats. We started as an E6 campaign, and eventually story removed the level cap.
Unfortunately, I don't have my character sheet handy at the moment; I'll have to post more details tonight.
Anything in particular that'd be helpful that I might remember off hand?
ZZTRaider |
Okay, I've got my character sheet now.. Here's the basics:
Divination school wizard, with Necromancy and Enchantment as opposed schools.
Arcane Bond: Familiar (Raven)
Ability Scores:
Str 8
Dex 20
Con 14
Int 29
Wis 10
Cha 10
Feats:
Scribe Scroll
Improved Initiative
Toughness
Great Fortitude
Craft Wondrous Item
Craft Magic Arms & Armor
Craft Rod
Skill Focus (Spellcraft)
Spell Penetration
Combat Casting
Magical Gear:
Circlet of Persuasion + Helm of Comprehend Languages and Read Magic
Headband of Vast Intelligence +6
Eyes of the Eagle
Amulet of Natural Armor +3
Cloak of Minor Displacement
Belt of Physical Might (Dex/Con) +4
Robe of the Archmagi
Stone of Good Luck (+1 luck bonus to saves, ability checks, skill checks)
Lesser Rod of Quicken
Orange Prism Ioun Stone (+1 caster level)
Pale Green Prism Ioun Stone (+1 competence bonus to attack rolls, saves, skill checks, ability checks)
I've got way too many spells in my spellbook to actually type them all out, so if that matters, just ask and I'll tell you if I have something in particular.