Wild Mages
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Wild Mages
How should you build wild mage, pretty much same way as a normal wizard?
Or is there something must to take feats?
Or is there something must to take feats?
Re: Wild Mages
Same as a normal wizard, though it's arguable whether a three-level dip into another class is worth it, as the wild mage's -fate command is pretty nifty at level 28.
Current character: Abigail Duskwood
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Re: Wild Mages
I'd go the usual 26/4 wiz/warlock route. 3 epic spell focuses, epic disc and some metamagic and crafting feats as well as whatever epic spells you want. Try to get to 40 int and about 26-28 con (after maxing the +12con cap) and you're gucci to melt faces.
Most bad surges have no save anyway. (Looking at Self Paralyze). So if it happens, welp, no wasted Toughness feat aint gonna help you anyway,
Hp range at 30 should be somewhere around 360 and 400.
Most bad surges have no save anyway. (Looking at Self Paralyze). So if it happens, welp, no wasted Toughness feat aint gonna help you anyway,
Hp range at 30 should be somewhere around 360 and 400.
Re: Wild Mages
This if you don't care about 100% -fate success rate.Xanos950 wrote:I'd go the usual 26/4 wiz/warlock route. 3 epic spell focuses, epic disc and some metamagic and crafting feats as well as whatever epic spells you want. Try to get to 40 int and about 26-28 con (after maxing the +12con cap) and you're gucci to melt faces.
Most bad surges have no save anyway. (Looking at Self Paralyze). So if it happens, welp, no wasted Toughness feat aint gonna help you anyway,
Hp range at 30 should be somewhere around 360 and 400.
Current character: Abigail Duskwood
Re: Wild Mages
I had this question when I started my wm Aman'Ra. What swayed me to go pure wm was the fact that a dip wasnt going to get me great ac anyway and disc was still going to get overwhelmed by good builds. There are a few really good wm spells and if you can cast them with 100% certainty it might be deadly. I figure it's a pretty cool opportunity to play a custom class and might better take full advantage of it. I do wonder if spells focuses count towards wm spells though. Like necromancy and wrathful castigation. I cast that spells when I was lol 9 and it's save was 37.
Re: Wild Mages
The surges are divided into something like 1-50 bad surges, 51-100 good surges anyway. It's absolutely not a case of lacking a "success rate," it's a ""gamble"" on not getting exactly what you want.
You're just playing a buffed wizard. Build the same.
You're just playing a buffed wizard. Build the same.
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Re: Wild Mages
Spell Focuses count towards Wild Magic Spells for the purpose of DC and School they also have a Spell Level. Wrathful Castigation gets another arbitrary +3, like Implosion did. Will probably fix that now with Implosion working as any normal spell.Oshido wrote:I do wonder if spells focuses count towards wm spells though. Like necromancy and wrathful castigation. I cast that spells when I was lol 9 and it's save was 37.
Re: Wild Mages
Is there a place where we can see the specific effects of each surge (not just the table), how their DCs are calculated, or is that strictly FOIG (I expect that it is, but I thought I'd ask anyway)?ActionReplay wrote:Spell Focuses count towards Wild Magic Spells for the purpose of DC and School they also have a Spell Level. Wrathful Castigation gets another arbitrary +3, like Implosion did. Will probably fix that now with Implosion working as any normal spell.Oshido wrote:I do wonder if spells focuses count towards wm spells though. Like necromancy and wrathful castigation. I cast that spells when I was lol 9 and it's save was 37.
Current character: Abigail Duskwood
Re: Wild Mages
It may be a gamble but by perfecting fatadical manipulation at lvl 28 it is worth it to me to be able to cast the spell I want from that list with 100% success. I hope the dc are not reduced though. It's a nice perk for going pure wizard.
Re: Wild Mages
Considering we lack hit points, discipline, etc. it would be nice if the DCs were kept beefy as outside of burst damage via IGMS we don't have many defenses outside the premo/acid sheath combo.No discipline, low ac and low hit points.
Wild Mage has already been nerfed before by adding rolls to refresh spells, DCs.
Wild Mage has already been nerfed before by adding rolls to refresh spells, DCs.
Last edited by Wytchee on Sun Jun 18, 2017 11:32 pm, edited 1 time in total.
Current character: Abigail Duskwood
Re: Wild Mages
I'm not quite sure you understand.
Without the perfect use, you have the chances of getting one of like five other great benefits and no possibility of a negative.
I also have a level 17 wild mage, which was the absolutely breeziest, easiest leveling process I have ever experienced. I used to argue murdering your teammates on casting haste was enough to say the class was "balanced," but no. Wild mage is a direct upgrade. And also extremely fun.
Without the perfect use, you have the chances of getting one of like five other great benefits and no possibility of a negative.
I also have a level 17 wild mage, which was the absolutely breeziest, easiest leveling process I have ever experienced. I used to argue murdering your teammates on casting haste was enough to say the class was "balanced," but no. Wild mage is a direct upgrade. And also extremely fun.
Re: Wild Mages
-fate only applies to the next surge you cast, and not on random surges, and since it's once-a-rest and likely the go-to macro in PvP it's probably a good idea to go pure. You want to surge Harm your target, not accidentally summon a useless elemental monolith when the heat is on.
Plus, I want ghostform in PvE. I'd rather not have the 50/50 chance of summoning an elemental monolith when my ancient elemental outclasses it significantly.
Plus, I want ghostform in PvE. I'd rather not have the 50/50 chance of summoning an elemental monolith when my ancient elemental outclasses it significantly.
Last edited by Wytchee on Sun Jun 18, 2017 11:37 pm, edited 1 time in total.
Current character: Abigail Duskwood
Re: Wild Mages
Ya man. Totally understand. R
At her then getting that range down to 5 I like the idea of casting exactly the spell I want. Especially if I'm counting on a spell I have focuses in and trying to make a dc save fail.
At her then getting that range down to 5 I like the idea of casting exactly the spell I want. Especially if I'm counting on a spell I have focuses in and trying to make a dc save fail.
Re: Wild Mages
I also have a 17 wild mage. Should HMU in game so our chars can figure this stuff out together.
Current character: Abigail Duskwood
Re: Wild Mages
Lvl 16. I'd be in for that. Sounds like a faction in the making. I like chaos shield. I'd be interested to see it function when 3 or more wild mages stay close and fire it off at the same time.
Re: Wild Mages
NGL I like the sound of this.
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Re: Wild Mages
Wait, what? Elemental Monolith should be the highest tier of Elemental. Why is it that an Ancient Elemental is better?Wytchee wrote:-fate only applies to the next surge you cast, and not on random surges, and since it's once-a-rest and likely the go-to macro in PvP it's probably a good idea to go pure. You want to surge Harm your target, not accidentally summon a useless elemental monolith when the heat is on.
Plus, I want ghostform in PvE. I'd rather not have the 50/50 chance of summoning an elemental monolith when my ancient elemental outclasses it significantly.
Re: Wild Mages
Perfect -fate is very nice indeed. I wanted to perfect it too, but I wanted bard perks. Being able to survive KD, having AC and UMD is, imo as a player who has been playing this 26/4 wiz/bard for a year is worth trading for that once per rest ability. I regret not going pure. While a pure wild mage is significantly inferior mechanically, going full 30 opens up fantastic possibilities that I can never hope to get a taste of, both in combat and RP.
Re: Wild Mages
I'm a 26wildmage/4bard. And i like the random factor that comes with it. You got to make a choice... either you want your 100% -fate, Or you grab things like Discipline. Can't have it both-ways. But that's what's great about it, it's random chaos. It's 'chance'.
Elemental monolith are great and strong, really superior to ancient elementals in all ways. But the problem is that the element is random, they dismiss your current (most likely at the time fully warded) summoning and also have shorter duration. And some of them quite frankly... are absolutely negative to get, like the earth monolith which casts a friendly-fire Earthquake on cooldown. Which will probably upset your allies if you keep hitting them with a knockdown and 80+ damage.ActionReplay wrote:Wait, what? Elemental Monolith should be the highest tier of Elemental. Why is it that an Ancient Elemental is better?
Last edited by Xanos950 on Mon Jun 19, 2017 10:40 am, edited 2 times in total.
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Re: Wild Mages
Yeah my first 'big' surge on a wild mage was an elemental monolith that immediately killed me. I unironically love wild mages.
Clerics are just socially acceptable warlocks.The devil does not need any more advocates
Re: Wild Mages
Monolithic elementals do not get the bonuses of Epic Caster Levels, while Ancient Elementals do. Making an Ancient of a certain Caster level superior to an identical monolithic. By as much as 10-15 AC on the airs for example.ActionReplay wrote: Wait, what? Elemental Monolith should be the highest tier of Elemental. Why is it that an Ancient Elemental is better?
Re: Wild Mages
I didn't even notice that. That explains why the monoliths die so quickly
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Re: Wild Mages
Oh I didn't know that. Will look into it.