Calling all build junkies! So I kind of faded away from CH because of lack of time. Now my free time has partially returned, but my team build ideas have stagnated. I'm looking for ideas if anyone is so inclined. Feel free to go wild and extreme! I nearly have a full collection so just assume I have enough copies of whatever unless you hear otherwise. Whatever is proposed I'm happy to try out, and then I'll report back here how it does.
Since rocket charge is in vogue this season: CRAZY MELEE MAGES! Crazy Cat Level 22 Dwarf Wizard Silverwood Staff Of The Magus Silverwood Staff Of The Magus Phantom Pain Rust Creature Gland Asmod's Telekinetic Chain Command Stone Robe Of The Geomancers Bloome's Barging Boots Subterranean Ferocity Battery 1 x Gusts Of War 1 x Spark Inductor 4 x Inquisition Bolt 2 x Creature Of The Night 4 x Punishing Bolt 1 x Dwarven Battle Cry 1 x Melt Armor 2 x Inquisitor's Strike 2 x Stone Spikes 1 x Unreliable Block 2 x Illusory Barrier 1 x Hypnotic Beacon 1 x Rocket Charge 2 x Energizing Move 2 x Telekinesis 2 x Parry 1 x Dissolve Armor 1 x Acid Blast 1 x Acid Leak 1 x Thick Hide Armor 2 x Lunging Bash 1 x Path Of Knives Hi I have good moves Level 13 Dwarf Wizard Silverwood Staff Of The Magus Silverwood Staff Of The Magus Phantom Pain Rust Creature Gland Asmod's Telekinetic Chain Command Stone Robe Of The Geomancers Bloome's Barging Boots Subterranean Ferocity Battery 1 x Gusts Of War 1 x Spark Inductor 4 x Inquisition Bolt 2 x Creature Of The Night 4 x Punishing Bolt 1 x Dwarven Battle Cry 1 x Melt Armor 2 x Inquisitor's Strike 2 x Stone Spikes 1 x Unreliable Block 2 x Illusory Barrier 1 x Hypnotic Beacon 1 x Rocket Charge 2 x Energizing Move 2 x Telekinesis 2 x Parry 1 x Dissolve Armor 1 x Acid Blast 1 x Acid Leak 1 x Thick Hide Armor 2 x Lunging Bash 1 x Path Of Knives Nice Beard Level 3 Dwarf Wizard Silverwood Staff Of The Magus Silverwood Staff Of The Magus Phantom Pain Rust Creature Gland Asmod's Telekinetic Chain Command Stone Robe Of The Geomancers Pergop's Slippers Subterranean Ferocity Battery 1 x Gusts Of War 2 x Violent Spin 4 x Inquisition Bolt 2 x Creature Of The Night 4 x Punishing Bolt 1 x Dwarven Battle Cry 1 x Spark Inductor 1 x Melt Armor 2 x Inquisitor's Strike 2 x Stone Spikes 1 x Unreliable Block 1 x Toughened Hide Strips 2 x Illusory Barrier 1 x Hypnotic Beacon 1 x Acid Leak 2 x Energizing Move 2 x Telekinesis 2 x Parry 1 x Dissolve Armor 1 x Acid Blast 1 x Thick Hide Armor 1 x Path Of Knives Gotta love having the ability to rocket charge for 21/27 damage and one shot opposing wizards. Inquisition bolts to soften wolves and scout out opponents before charging in! Hypnos and Illusory Barriers to confuse warriors and wizards alike, and plenty of parries for all.
Well I made a run at it more or less exactly as given (was two Silverwood Staves short, but replaced with Ironwood and Elmer's Pine Staff to keep the melee feel), but it really struggled needing to be at range 4, but not really having that much defense or control. It wasn't all bad, went 6-4 over 10 games with two losses being very close. However, that included going 4-1 against good old Cardotron2000, so against human opponents it was actually only 2-3. Best win was completed by a 7 square rocket charge (20 damage) followed up with a Inquisitor's Strike to take out a near full HP warrior and claim the win. So could be a lot of fun, but was so-so in competitiveness. I've made some personal changes to push the build, will see how it goes and report back.
I've played melee wizards to great success before, I recommend ditching the control cards in the Arcane Items and going for armor removal and Big Zaps from stuff like Copper Zapping Wand instead. I find that control cards actively clash with what you're trying to do. Only Phantom Pain I would consider leaving in if you keep facing wizards. Oh, and if you go down the Big Zap route, Lucky Toughness is mandatory.
Zombie Hunters Spoiler: Build *DWz 21.1 Level 24 Dwarf Wizard Silverwood Staff Of The Magus Silverwood Staff Of The Magus Phantom Pain Asmod's Telekinetic Chain Asmod's Telekinetic Chain Asmod's Telekinetic Chain Cape Of Dark Magic Hawkwind's Moccasins Lucky Toughness Superb Electromancy 4 x Punishing Bolt 2 x Spark Generator 6 x Telekinesis 4 x Inquisition Bolt 1 x Spell Skill 2 x Illusory Barrier 1 x Escaping Run 3 x Parry 1 x Lucky Charm 1 x Obliterating Spark 1 x Hover 2 x Dangerous Maneuver 3 x Stone Spikes 1 x Toughness 2 x Inquisitor's Strike 1 x Sparkling Cloth Armor 1 x Path Of Knives *DWz 20.2 Level 24 Dwarf Wizard Silverwood Staff Of The Magus Silverwood Staff Of The Magus Phantom Pain Asmod's Telekinetic Chain Asmod's Telekinetic Chain Asmod's Telekinetic Chain Cape Of Dark Magic Hawkwind's Moccasins Lucky Toughness Superb Electromancy 4 x Punishing Bolt 2 x Spark Generator 6 x Telekinesis 4 x Inquisition Bolt 1 x Spell Skill 2 x Illusory Barrier 1 x Escaping Run 3 x Parry 1 x Lucky Charm 1 x Obliterating Spark 1 x Hover 2 x Dangerous Maneuver 3 x Stone Spikes 1 x Toughness 2 x Inquisitor's Strike 1 x Sparkling Cloth Armor 1 x Path Of Knives *EPr 20.1 Level 24 Elf Priest Arresting Torch Arresting Torch Vankenstein's Machine Ancient Heirloom Shield Muscle-bound Boots Shocking Skull Static Interference Static Interference Fey Insight Canny Healer 1 x Grounding Plates 2 x Muscle Through 2 x Accelerated Thought 1 x Unholy Energy 1 x Purge 3 x Lucky Charm 4 x Cause Fumble 1 x Clumsy 4 x Minor Heal 1 x Fey Silversmith 4 x Spark Of Undeath 4 x Entangling Roots 4 x Flaring Torch 1 x Healing Spirit 2 x Elvish Insight 1 x Altruism I thought I'd push things a bit and try to take full advantage of the Silverwood Staffs. So I added a zombie spark priest, with a bunch of Roots and Cause Fumbles. I figured, if wiz were causing problems just turn them into melee fighters! Didn't work perfectly, but it sure was fun to play. Didn't do half bad: 7-4 (5-3 against humans).