The META Mage Wizard Build Palace of Ice DLC [Solasta]
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- čas přidán 7. 09. 2024
- In this video I cover how to level from 1-16 a court mage wizard in Solasta in the new Palace of Ice DLC. I play a court mage wizard in my play through, so I show what items I use on my build to achieve upwards of 30 AC with the shield spell active.
ABOUT THIS CONTENT
A journey into the Northern Peaks
Although the heroes of Caer Cyflen managed to prevent the Soraks' attempt at reopening the Rift to unleash their foul god upon Solasta, the threat is far from over. With the Kingdom of Gallivan suddenly declaring war on their neighbours, there is little doubt that these insidious foes have agents everywhere - and that they always had contingency plans well prepared.
The Palace of Ice DLC is a high level 10 to 16 campaign that will take your party into the frozen lands of the Snow Alliance. The allies of Caer Cyflen need your help now more than ever, for Soraks are not the only foes that have been sighted lately. Other ancestral creatures have joined the battle, and there is little hope for victory without experienced adventurers to face them.
This adventure features:
2 New Ancestries. The Gnome and the Tiefling are now available in the Character Creator!
A continuation of the Crown of the Magister Campaign. Unveil the Soraks’ master plan and put an end to this threat once and for all!
Returning faces. Import your save file from a previous campaign to continue playing your previous party at higher levels, and meet characters from both CotM and the Ruins of Telema demo! Note that you can also create new characters if you so desire, as they will start at level 10 in Palace of Ice.
High-level encounters. Ready yourself, for you are not facing just goblins anymore! Get ever stronger up until level 16 to defeat the mightiest of foes!
Co-op with up to 4 players! Just like the two other official adventures, Palace of Ice is ready to be tackled solo or with friends.
New Dungeon Maker content:
Four new environments: Mountain Caves (indoor), Dwarven City (indoor), Dwarven Settlement (outdoor), Snowy Hills (outdoor)
New monsters: Monsters from Palace of Ice will be available to use in the Dungeon Maker
[FREE] New World Map System: Place your locations on one of the three existing World Maps (Crown of the Magister, Lost Valley & Palace of Ice), link them together and add some spice with Random Encounters during travel!
[FREE] New NPC Follower System: Create follower NPCs who can join the party (controllable) to give them a hand during combat!
Free content update for all!
Humans, Elves, Dwarves, Halflings and Half-Elves are all receiving 6 new faces to choose from for free (3 Male / 3 Female)
Level 12 - 16 are now available in the Dungeon Maker! Note that the Crown of the Magister and Lost Valley campaigns are still locked to level 12 max due to balance reasons.
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I don't have the patience to roll for perfect rolls so I deeply appreciate you going for a point&buy build.
You are welcome. I guess it makes more sense to make this via point buy or standard array. I guess people are not old school like me and love rolling for Stats. P.S. you can actually choose rolling for stats and just change all the stats to what you want. Heck you can even make them all 20s lol. I feel rolling over and over is not cheating as much as making stats what I want. I feel there was some randomness to it. It the old days you rolled 4d6 dropped the lowest and that is what you were stuck with for your characters stats. Oh how I miss those really bad roles. Cheers!
My tiefling court mage isn't a sellsword and is impossibly tanky. Resists everything. Can tank a pack of demons.
Very cool. Cheers!
Mate... I watched until you said cantrips were whatever. You lost me there.
You said Firebolt for the damage, and this is correct. Firebolt is the cantrip with the largest damage die (d10). However, this is the worst option for any wizard.
The thing is, all other damage cantrips do d8 damage. So yeah, damage-wise they're worse than firebolt; but on average they are 1 point per die worse and max 2 pont per die worse. 1 or 2 points of damage per die don't make any spell really significantly better or worse than another.
Now there are 4 cantrips which I feel are vital for any wizard build:
- Chill touch: d8, but applies chilled, which negates all healing for a round. This cantrip is invaluable against vampire bosses and other regenerating enemies. Yeah, it does 1 or 2 less damage per die than firebolt, but can prevent any amount of healing. Chill touch will do necrotic damage, and some undead are immune to necrotic, but it will impose the "chilled" status even if it does 0 damage as long as the attack hits. Chilled isn't resistable and there are no enemies immune to chilled. All arcane spellcasters should have chill touch before entering the dark castle.
- Ray of frost: d8, but applies hindered. Now hindered reduces a character speed by 2. This is great against melee enemies who have yet to close in, or those pesky fly-by enemies; as their reduced speed means they won't be able to escape as easily from our melees, or when closing in they might just run out of movement and not be able to attack us. Not as good as chill touch, but better than 1 or 2 damage per die. Again, hindered cannot be resisted, and there is no immunity. Also, some enemies will be immune to cold but not to hindered.
- Shocking grasp: d8, but applies shocked. Now shocked prevents the creature from doing any sort of reaction. So a shocked creature can't do opportunity attacks against any of our characters. This is good for any wizard, who at some point will get threatened by an enemy, and can use shocking grasp to do some damage, and at the same time retreat from the threatened square without allowing attack of opportunity. Better than disengage unless you're threatened by more than one enemy. Now shocking grasp also gains advantage to attack whenever the enemy has the "metal" tag, so that's a nice bonus. But the best way to use shocking grasp is whenever you have two casters and a caster enemy is countering your spells. Shock the enemy countering you, and then cast you OP'd spell with your other caster and you can't get countered. Will negate any other reaction type.
- Shadow dagger: d8, but doesn't need an attack. Instead it's a save (WIS) or suck spell. This will be your go-to cantrip whenever the enemy has high cover or high AC but low WIS save. It's not as good as the others because it doesn't impose any debuff, but you have it for versatility's sake.
- Light cantrips are situational depending on your darkvision access.
There. Hope in your next video you don't say cantrips are "whatever you want".
Appreciate the feedback, Cheers!
To be fair, I think even point buy is sweaty. I only do the default values. That way every character is mediocre.
I know it makes the game harder for no reason, but I enjoy it.
Haha, just so we are clear in the old tabletop days there was no point buy or standard array. You rolled 4d6 and dropped the lowest. I guess I like the nostalgia, but also want to take advantage that this is a video game and I can be more powerful with rolls. Cheers!
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Thats how we do now as well.
We roll 2D10 + 20 for every stat one at a time. After you choose your profession.
I play warhammer role play 4e.
You get more stats there. Not as bad if one is lower, you can make up for it.
Also its a %%% roll, you dont add your +3.
That is coo! Thanks for the post. Cheers!
My most overpowered party is 2 battle clerics with might of the iron legion (plate armors) and 2 barbs 1 frenzy Horc 1 stoner dorf...i took em at Palace of ice and...it was still Broken at tactician mode...not only u can haste the 2 barbs..or even haste ur whole team if u have consumables(speed potions) not only u can heal with 2 clerics 2 barbs that are resistant to everything...but you also have SYMBOL/CHARISMA x2 and Blade Barrier x2 ...this is probably the most op combo in this game at high lvls.... they most likely fail their charisma save which means they will be harmless for 9 Rounds standing into your blades...only think so far that has resist it was a rhemoraz boss which i kill it easily with 2 barbs on stereoids
That sounds fantastic! I may have to try thing at some point. Cheers!
con 19 though not really min max
Thanks for the post and comment. Cheers!
Don't cheese it and use standard array...
no, also i dont think thats even an option
When I use rolls people say I cheese it. Then I use Point Buy and I am still cheesing it lol. Who made standard array the king of non cheese lol. Cheers!
court wiz is breaking the game. Although at some point in high dificulty the extra armor might be still good but u have to place him/her in a clever way or else u gonna regret it. i prefer the arcanist cause i like the glasscannons...but court wiz is probably the best spec
Agreed, it is very OP and makes the game much less challenging. Cheers!
i also tried the 2 sorc 2 hoodloom ....its devastating when u can prepare ....its average at early game...and it has no heals...the twin haste twin greater invis on hoodlooms is not always an option..when it is its GG EZ GAME etc..but many times you have to invis ur sorcs who can do good dmg and let ur rogues alone...good think is that those rogues have some serius burst and survivability
That sounds like a fun group and run. Cheers!