Two Weapon Style R greater attack speed when dual wielding rapiers
Vulnerable Attack R at this point you can start to make your melee attack more devastating if you like those rapiers which you should ice is good because the strongest damage + cc spells at range are ice. Scion of Flame / or Secrets of Rime ! (Choose one at least - Flame if you go more melee, rime if you stick in the back ranks more) fire is good in melee because of firebrand + flame shield, fan of flames and the occasional fireball opener. Interrupting Blows ! essential talent as you want to be a great interrupter it helps your team when you attack at range and you when you zone in on an enemy in melee, it also comes at the time you get lvl 3 spells and delirious alactricy of motion. Penetrating Blast R/O (team) / Hardened Veil ! if solo! boosting damage a bit from blast does not hurt and your high might takes care of the rest, at range you will cast cc spells mainly anyways and do actual weapon damage in melee anyways this is the most optional of the early talents. ! = principle to the concept of the class, R = Very Highly recommended O= Optional but good choicesĪrcane Veil ! your bread and butter defensive ability, essential first line of defense especially as you will be spending a lot of time in meleeīlast R (team) / Fast Runner ! (if solo) blast - mainly taken for the extra interrupts and any on hit effects from scepter rods and wands Int: Max it (but you want to buff might and perception more) Coastal aumaua can be considered too but that would be a "Court Djinn"īackground: Living Lands (Might bonus), noble or mercenary. A case can be made for Fire or Moon Godlike but they have to helm and I find that is a bigger con to the needs of this purticular character than their racials.
Race: Human, it is good for the might bonus and the overall theme of this character is to be best when the battle gets tough so the racial bonus is good.
But without further ado, enter the Royal Court Wizard, veritable jack of many trades, and perhaps even master of one or two. Some of these suggestions for talents etc in this guide will no doubt be familiar to veteran wizard players, and I also have to say my choices for equipment, armor etc, have been done to fit the overall concept of the archetypal in my mind battlemage), to match the overall package. This guide is aimed at suggesting a wizard build strong across multiple functions (cc, disruption, interrupt, one-on-one melee duelist), no glass noodle, a team-player first and foremost, yet a badass who can in a cinch pull victory from the jaws of defeat should the team be almost overwhelmed, and do so with style to boot. The wizard is one of the most versatile classes in PoE, being able to adjust himself or herself on the fly to do whatever is necessary to help the whole party succeed in any hairy battle situation. This is more a party based guide and I have played this build in a party but it seems strong enough to solo with a few adjustments. Team based or solo (if emphasizing defensive talents first) Difficulty: PotD Best Team Role: Crowd Control and off-tank dps