smnolimits42 Posted July 31, 2023 Posted July 31, 2023 I'm leaning towards ice/fire defender. I want to be able to defend my team, while setting my enemies on fire. Hmm.. would these 2 powers make a great wizard??
honoroit Posted July 31, 2023 Posted July 31, 2023 cold domination / fire ? if you think so. though id probably corruptor, for scourge on fire, higher dmg, and enough on the defender set.
rksr9997 Posted January 15 Posted January 15 This combination isn't a terrible idea for a defender. Having the ice and fire is good thematically for elemental magic but those two will work well together because the thermal (fire) part of your character doesn't have much in the way of crowd control at all. Ice blast is going to provide you with a couple holds and a lot of slowing abilities that you can use to keep the enemies from swamping you. This is important for a defender. Thermal is a really strong set that people like to see around as resistances are likely to be a place they have defensive holes in their builds. You get access to all the things a support character will want to do, in the form of heal/rez/+RESIST and also enemy debuffing with a lot of -RECHARGE with -REGEN and -DMG. Ice is probably one of the better choices to pair thermal, and cold damage isn't particularly well resisted by most enemies. You also will have the ability to put %cold damage procs in like all of your attacks from rather low levels, and those aren't very expensive to get a hold of and build.
MoonSheep Posted January 15 Posted January 15 6 minutes ago, rksr9997 said: Ha ha this post was from July, 2023!! you never know, perhaps they’re still on the character creator trying to create the perfect wizard 1 If you're not dying you're not living
rksr9997 Posted January 15 Posted January 15 Yeah, you gotta get it just right. You don't want to rush these things. 1
Gobbledigook Posted January 16 Posted January 16 (edited) I went a Time/Fire defender and it works very well indeed. It could easily be wizard themed. Corruptor would work also if preferred. Edited January 16 by Gobbledigook
tjknight Posted January 16 Posted January 16 3 hours ago, Gobbledigook said: I went a Time/Fire defender and it works very well indeed. It could easily be wizard themed. Corruptor would work also if preferred. Time has nice magical feel to it...
JJDrakken Posted Monday at 11:39 PM Posted Monday at 11:39 PM On 7/31/2023 at 3:44 PM, smnolimits42 said: I'm leaning towards ice/fire defender. I want to be able to defend my team, while setting my enemies on fire. Hmm.. would these 2 powers make a great wizard?? Well if we go by D&D Standards for Wizardry. You're basically wanting to be a Mix of an Evocation & Abjuration Wizard. This build should help you out. Gives your classic Fireball, Fire Bolt, Magic Missile feel of an Evocation Wizard and buffs of the Abjuration Wizard. Wizard Specified Defender (Cold Domination - Fire Blast).mbd
EnjoyTheJourney Posted Tuesday at 03:40 AM Posted Tuesday at 03:40 AM I found JJ's build intriguing and wondered if it could be tweaked in some ways. What's below isn't definitively better or worse, overall, but it may (or may not) be more to the OP's liking overall. Or, perhaps the OP can find ideas in each build that they end up using. Tis all up to the OP, of course. The build below is more expensive overall than JJ's build. That may matter a lot. Or not so much, not sure of how much inf the OP has. The build below offers more single target damage, probably better overall survivability, and quicker access to status protection by taking rune of protection earlier. The ability to teleport others in JJ's build gets replaced by a self teleport in mystic flight; that is a loss of utility because the build below can't easily teleport teammates anymore (and can't teleport enemies at all). On the other hand, sometimes being able to self teleport is very helpful. Losing rain of fire in the build below means less AOE damage when first engaging with many mobs. On the other hand, more global recharge in the build below means having fireball and inferno available for use more often. Losing evasive maneuvers means more problems with immobilizes when rune of protection is down. But, having 7 points of knockback protection in the build below means spending less time spinning in place while hovering, after getting hit with knocks. Endurance costs per second are down overall in the build below. But, endurance recovery is better in JJ's build. Good luck to the OP, however they decide to build. Wizard Specified Defender (Cold Domination - Fire Blast - Mace Mastery),v2.mbd
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