A Wizard with thunderwave and an area effect spell up can make for awesome damage to enemies. Drop Freezing Cloud on a group of baddies. Watch them come towards you. Thunderwave them back into the cloud before the end of your next turn. That's at least 4 dice of damage against multiple enemies...
As a matter of fact, Thunderwave was our friend in this fight. Even with the negative to hit cause I couldn't see it, when I did hit with thunderwave it was enough to push it out of it's own cloud for our striker and defender to hit it before it threw up it's cloud again.
This is where the DM rules how he wants it. To me, it would seem slightly overpowered that EVERY Melee dwarf or Elf can take a single feat to get proficiency AND a +2 do damage with a single feat. Don't get me wrong, I like the way it's currently worded myself. I'm playing a Dwarf Barbarian...
So here's my question: What ability would a ranger use when using an ability with a heavy thrown weapon? What the exploit itself says (dex for ranged) or what the use when wielding that weapon (str)?
*I'm really at a crossroads in this one. I know that for some rogue powers you must wield a...
Sure strike for the fighter was VERY disappointing. Not even doing the math, a +2 just never made a difference to me. I either rolled well above AC or well below it.
Expeditious Retreat for the wizard seems meh. Mabye it's cause I play a close combat wizard that Shield is much more usefull...
I think there's AOE's that target enemies only right? cause that would work wonders with #2.
As for the 1st one, I remember there's leaders that do keep a few minions or ranged artillery near them as bodyguards. An AOE would work against them I think. Or at least take down ALL his minion...
1. I picked human. I wanted the extra at will and the +1 to defenses.
2. My wis is at 16. I initally wanted to go for a control wizard, but because of an earlier campaign AC and HP was a big issue. So I opted for the staff instead of the orb like I wanted.
My main idea after the change was...
I am currently running a close combat wizard in our campaign. We were told to start al lvl3 and pick a lvl2,3,and 4 magic item per the DMG (I guess).
-Bloodcut armor and Cloak of resistance make a Wizard MUCH more hardy. (-10 all damage and -5 all damage for 1 round respectavly)
--Know you're...
I don't think so. You can only Divinly challenge one enemy per turn. However, the text says nothing about you having to activate the divine challenge as an interrupt (only one per round).
It says that the enemy takes a -2 to attacks that do not include you and they take the radiant damage as...
I think that a power should be rated by how well it works within a group.
-(At-Will) Thunderwave is good, but what if you use that with (encounter) Dire wolverine Strike from the ranger? Push enemies toward the ranger, let him hit more things!
-Cleave is not that great of a power, but then...
You could also use a high Int build instead of high Reflex if you wanted to. I think that Eladrin get a boost to Int right? Then you have a defender with a 20 AC that can teleport......