| JohnHawkins |
Just write the word Wizard on your character sheet.
You will have level 20 and 10 mythic tiers , you cannot be anything but awesome beyond compare.
The only issues you will face if your gm powers up the encounters enough for them to be noticeable are
1) Summon monster spells are weaker than normal as your opponents are mythic and summoned monsters are not
2) In the end game use of mythic points can give opponents the ability to shake off a lot of conditions so Save or Suck spells tend to just knock off a few mythic points.
(I recently finished running wrath and as a result I am firmly of the opinion that Mythic is overpowered compared to the published opponents by 1 or 2 orders of magnitude)
Play what you want and do not worry about optimization this is your opportunity to make suboptimal but interesting choices and still be overpowered
| JohnHawkins |
On the other hand beating spell resistance is trivial with the mythic abilities available and at the high end of the game summoned monsters are pretty much totally ineffectual as they lack mythic superpowers.
The mythic powers you must have are the ones which allow you to add meta-magic powers to spells without changing their casting level. Quicken those time stops
| Kyra Banior |
Some thoughts.
If you want to be a conjurer, you may want to either do dual path with heirphant, or trickster and take path dabbling to get mighty summons.
Know that they changed the wild arcane power to a standard action.
Crafting mastery is awesome.
Late game, you should be an encounter ender. Know your opponents, learn combos to kill them. Quickened enervation plus mythic maze. Prismatic wall plus quickened hydrolic push, hydrolic torrent, or sign of wrath. Even quickened mythic ray of enfeeblement plus waves of exhaustion can probably take down a caster.
When in doubt, persistent mythic disintegrate
Improved initiative is your friend, as is the mythic version.
Give yourself lots of CON
There is no shame in hiding behind the Champion when you need to.